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  • Cannot get ATI Drivers installed

    - by bittoast67
    I am trying to install the Catalyst driver. The best I can get is a strange resolution problem and firefox acts all wonkt. The worst I have gotten is low graphics mode in which I just reinstall Ubuntu. I have a HP Pavilion Dv7 laptop. With Radeon 3200 HD. I plan to try again with a fresh install of Ubuntu 12.4.3 as I have heard its the most compatible. This is what I have done: I have tried just the easy way of going to synaptic and installing the drivers that way. the fglrx package (not the fglrx update). And if memory serves I think that boots me into low graphics mode. So, fresh install of Ubuntu and tried again. I have done everything a couple times from this site (http://wiki.cchtml.com/index.php/Ubuntu_Precise_Installation_Guide) following every instruction to a T. That gets me something, such as a lowered fan speed and a much cooler computer, but I also lose most of my resolution. And displays says its the best resolution I can get. I also have a very screwy firefox. Using this method I can see AMD Catalyst Control Center in my dash (two of them really one administrator and one not) but when I try to open it it says no amd driver detected. So again, ubuntu reinstall. I have tried the GUI method from the Legacy driver I got from AMD's site. It runs through smoothly and at the very end after I exit the installer it gives me an error. I have also tried various other methods using terminal, as well as various different drivers (the one from the amd's site and the one suggested in the above link for my graphics card) both to no avail. When I try the method in the link on number 2, and I get the super low res and screwy fire fox. I type in, fglrxinfo ,and get a badrequest error. I have yet to type in fglrxinfo and get anything like what I am supposed to. UPDATE: I am now currently reinstalling Ubuntu 12.4. I tried the above mentioned link - thank you very much!- just to see on the previously failed driver attempt by following the purge commands. And to no avail when typing fglrxinfo I still get the badrequest thing. I will update again after a try with a true fresh install. Thanks again!! UPDATE: Alright everyone. Still no go. I have done everything word per word in the provided tutorial. I have rebooted my computer again to a fucked up resolution and this is what I get when typing fglrxinfo: $ fglrxinfo X Error of failed request: BadRequest (invalid request code or no such operation) Major opcode of failed request: 153 (GLX) Minor opcode of failed request: 19 (X_GLXQueryServerString) Serial number of failed request: 12 Current serial number in output stream: 12 I would like to add that when installing this file: fglrx_8.970-0ubuntu1_amd64.deb I got this: Building initial module for 3.8.0-29-generic Error! Bad return status for module build on kernel: 3.8.0-29-generic (x86_64) Consult /var/lib/dkms/fglrx/8.970/build/make.log for more information. update-initramfs: deferring update (trigger activated) Processing triggers for ureadahead ... Processing triggers for bamfdaemon ... Rebuilding /usr/share/applications/bamf.index... Processing triggers for initramfs-tools ... update-initramfs: Generating /boot/initrd.img-3.8.0-29-generic Processing triggers for libc-bin ... ldconfig deferred processing now taking place Any ideas? Anyone? I cant for the life of me figure out what I am doing wrong.

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  • Java game design question (graphical objects)

    - by vemalsar
    Hello Guys, I'm beginner in game development, in Java and here on this site too and I have a game design question. Please comment my idea: I have a main loop which call update and draw method. I want to use an ArrayList which store graphical objects, they have coordinate and image or text to draw and my game objects extends this class. In update, I can choose which objects should be put in the array and in draw method I'll display the elements of array on the screen. I'm using a buffer and draw first there, but it is not important now I guess...Here is a simple (not full) code, only the logic: public class GamePanel extends JPanel implements KeyListener { ArrayList<graphicalObjects> graphArray = new ArrayList<graphicalObjects>(); public void update() { //change the game scene, update the graphArray, process input etc. } public void draw() { //draws every element of graphArray to a JPanel } public static main(String[] args) { while(true) { update(); draw(); } } } My questions: Should have I use interface or abstract class for graphicalObjects? graphicalObjects class and the ArrayList really needs or there is some better solution? How to draw objects? They draw themself with their own method or in the draw method I have to draw manually based on graphicalObjects variables (x,y coordinates, image etc.)? If this conception is wrong, please suggest another one! All comments are welcome and sorry if this is dumb question, thanks!

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  • What will be the better way for data retrieval on application that needs to handle limited amount of data?

    - by Milanix
    Just moved this question from Stack Overflow. Since, adding my code snippets itself would make this question really long. Instead, I am pretty interested in knowing a better ways for data retrieval on application that needs to handle limited amount of data which isn't updated regularly. Let's take this example: I am writing an application which gets a schedule as an XML from server. I have written a logic in order to parse XML version and update database only if the version is newer than the local version. Although the update is checked automatically/manually on daily basis based on user preference, the actual version update happens only once per few months or so. Since, this is done by some other authority which doesn't provide API but, rather inform publicly on their changes. The actual XML contains a "(n number of groups)(days in a week) (n number of schedule)" . The group is usually 6 and the number of schedule is usually 2. So basically there would usually be only around 100 strings. Now although I have used SQLite at the moment. I want to know how to make update on database. Should I show progress dialog that the application is updating and exit the app when it's done? Since, my updates are infrequent i don't think this will really harm user experience but, is there any better ways to do it? Because I don't want update to be made when user is searching which is done using database. This will cause an database already open exception. At least I have faced this problem before. Is it better to rather parse XML every time when user wants to view certain things or to use SQLite? Since, I make lots of use of adapter in my app to create lists, will that degrade the performance?

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  • How to lower wait time for repository updates

    - by Luis
    When doing a aptitude update / apt-get update or using the Update Manager to update sometimes I get to a repository link that takes too long. The percent does not end and it takes quite a while before it ignores it. How can I lower the time so that if a particular repository takes more than 10 seconds to connect or finish it should ignore it and move the following ones. Here is an image explaining the problem: It is trying to connect to archive.ubuntu.com but since it is taking too long it just sits there for at least 3 to 5 minutes (Haven't measured the time) and then it shows as ignored and moves to the following. I wish to change that to seconds instead of minutes.

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  • Enemies don't shoot. What is wrong? [closed]

    - by Bryan
    I want that every enemy shoots independently bullets. If an enemy’s bullet left the screen, the enemy can shoot a new bullet. Not earlier. But for the moment, the enemies don't shoot. Not a single bullet. I guess their is something wrong with my Enemy class, but I can't find a bug and I get no error message. What is wrong? public class Map { Texture2D myEnemy, myBullet ; Player Player; List<Enemy> enemieslist = new List<Enemy>(); List<Bullet> bulletslist = new List<Bullet>(); float fNextEnemy = 0.0f; float fEnemyFreq = 3.0f; int fMaxEnemy = 3 ; Vector2 Startposition = new Vector2(200, 200); GraphicsDeviceManager graphicsDevice; public Map(GraphicsDeviceManager device) { graphicsDevice = device; } public void Load(ContentManager content) { myEnemy = content.Load<Texture2D>("enemy"); myBullet = content.Load<Texture2D>("bullet"); Player = new Player(graphicsDevice); Player.Load(content); } public void Update(GameTime gameTime) { Player.Update(gameTime); float delta = (float)gameTime.ElapsedGameTime.TotalSeconds; for(int i = enemieslist.Count - 1; i >= 0; i--) { // Update Enemy Enemy enemy = enemieslist[i]; enemy.Update(gameTime, this.graphicsDevice, Player.playershape.Position, delta); // Try to remove an enemy if (enemy.Remove == true) { enemieslist.Remove(enemy); enemy.Remove = false; } } this.fNextEnemy += delta; //New enemy if (fMaxEnemy > 0) { if ((this.fNextEnemy >= fEnemyFreq) && (enemieslist.Count < 3)) { Vector2 enemyDirection = Vector2.Normalize(Player.playershape.Position - Startposition) * 100f; enemieslist.Add(new Enemy(Startposition, enemyDirection, Player.playershape.Position)); fMaxEnemy -= 1; fNextEnemy -= fEnemyFreq; } } } public void Draw(SpriteBatch batch) { Player.Draw(batch); foreach (Enemy enemies in enemieslist) { enemies.Draw(batch, myEnemy); } foreach (Bullet bullets in bulletslist) { bullets.Draw(batch, myBullet); } } } public class Enemy { List<Bullet> bulletslist = new List<Bullet>(); private float nextShot = 0; private float shotFrequency = 2.0f; Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public bool Shot; public Enemy(Vector2 Pos, Vector2 Move, Vector2 Player) { this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; this.Remove = false; this.Shot = false; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, Vector2 PlayerPos, float delta) { nextShot += delta; for (int i = bulletslist.Count - 1; i >= 0; i--) { // Update Bullet Bullet bullets = bulletslist[i]; bullets.Update(gameTime, graphics, delta); // Try to remove a bullet... Collision, hit, or outside screen. if (bullets.Remove == true) { bulletslist.Remove(bullets); bullets.Remove = false; } } if (nextShot >= shotFrequency) { this.Shot = true; nextShot -= shotFrequency; } // Does the enemy shot? if ((Shot == true) && (bulletslist.Count < 1)) // New bullet { Vector2 bulletDirection = Vector2.Normalize(PlayerPos - this.vPos) * 200f; bulletslist.Add(new Bullet(this.vPos, bulletDirection, PlayerPos)); Shot = false; } if (!Remove) { this.vMove = Vector2.Normalize(PlayerPos - this.vPos) * 100f; this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth + 1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight + 1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch batch, Texture2D myTexture) { if (!Remove) { batch.Draw(myTexture, this.vPos, Color.White); } } } public class Bullet { Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public Bullet(Vector2 Pos, Vector2 Move, Vector2 Player) { this.Remove = false; this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, float delta) { if (!Remove) { this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth +1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight +1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch spriteBatch, Texture2D myTexture) { if (!Remove) { spriteBatch.Draw(myTexture, this.vPos, Color.White); } } }

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  • State Changes in a Component Based Architecture [closed]

    - by Maxem
    I'm currently working on a game and using the naive component based architecture thingie (Entities are a bag of components, entity.Update() calls Update on each updateable component), while the addition of new features is really simple, it makes a few things really difficult: a) multithreading / currency b) networking c) unit testing. Multithreading / Concurrency is difficult because I basically have to do poor mans concurrency (running the entity updates in separate threads while locking only stuff that crashes (like lists) and ignoring the staleness of read state (some states are already updated, others aren't)) Networking: There are no explicit state changes that I could efficiently push over the net. Unit testing: All updates may or may not conflict, so automated testing is at least awkward. I was thinking about these issues a bit and would like your input on these changes / idea: Switch from the naive cba to a cba with sub systems that work on lists of components Make all state changes explicit Combine 1 and 2 :p Example world update: statePostProcessing.Wait() // ensure that post processing has finished Apply(postProcessedState) state = new StateBag() Concurrently( () => LifeCycleSubSystem.Update(state), // populates the state bag () => MovementSubSystem.Update(state), // populates the state bag .... }) statePostProcessing = Future(() => PostProcess(state)) statePostProcessing.Start() // Tick is finished, the post processing happens in the background So basically the changes are (consistently) based on the data for the last tick; the post processing can a) generate network packages and b) fix conflicts / remove useless changes (example: entity has been destroyed - ignore movement etc.). EDIT: To clarify the granularity of the state changes: If I save these post processed state bags and apply them to an empty world, I see exactly what has happened in the game these state bags originated from - "Free" replay capability. EDIT2: I guess I should have used the term Event instead of State Change and point out that I kind of want to use the Event Sourcing pattern

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  • ArrayList of Entites Random Movement

    - by opiop65
    I have an arraylist of entites that I want to move randomly. No matter what I do, they won't move. Here is my female class: import java.awt.Graphics2D; import java.awt.Image; import java.awt.Rectangle; import java.util.Random; import javax.swing.ImageIcon; public class Female extends Entity { static int femaleX = 0; static int femaleY = 0; double walkSpeed = .1f; Random rand = new Random(); int random; int dir; Player player; public Female(int posX, int posY) { super(posX, posY); } public void update() { posX += femaleX; posY += femaleY; } public void draw(Graphics2D g2d) { g2d.drawImage(getFemaleImg(), posX, posY, null); if (Player.showBounds == true) { g2d.draw(getBounds()); } } public Image getFemaleImg() { ImageIcon ic = new ImageIcon("res/female.png"); return ic.getImage(); } public Rectangle getBounds() { return new Rectangle(posX, posY, getFemaleImg().getHeight(null), getFemaleImg().getWidth(null)); } public void moveFemale() { random = rand.nextInt(3); System.out.println(random); if (random == 0) { dir = 0; posX -= (int) walkSpeed; } } } And here is how I update the female class in the main class: public void actionPerformed(ActionEvent ae) { player.update(); for(int i = 0; i < females.size(); i++){ Female tempFemale = females.get(i); tempFemale.update(); } repaint(); } If I do something like this(in the female update method): public void update() { posX += femaleX; posY += femaleY; posX -= walkSpeed; } The characters move with no problem. Why is this?

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  • Ubuntu samba file and print server

    - by Gerd
    I am using an old Dell desktop PC as a samba file and print server for a Windows 7 network. The version of Unbuntu I am running is 12.04 which seems to big for the RAM and disk space I have available. Unbuntu 12.04 runs very very slow, the printing over the home network works at a quite acceptable speed. I have two problems: SLOW Ubuntu and I cannot update samba. The update manager tells me "update failed". So my two questions: Is there anything I can remove from the standard 12.04 installation to make Ubuntu run faster and should I uninstall and the reinstall samba to overcome the "update failed" problem? I hesitate, as printing and file serving works somehow and I don't want to loose that. I know I should give you more information to give me answers. But what would you need to know? I am not a natural Linux user. Windows 7 is still my home. Thanks in advance, Gerd

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  • How to Downgrade Razor 3 and fix the issue that CSHTML not work in VS10,12 ?

    - by Anirudha
    Originally posted on: http://geekswithblogs.net/anirugu/archive/2013/11/04/how-to-downgrade-razor-3-and-fix-the-issue-that.aspxFew days ago I migrate a project to MVC 4 and suddenly I have seen that MVC project’s cshtml file is no longer working. The problem happen because my project is now based on Razor 3 RC and VS12 doesn’t even have support it. (Remember that VS team will ship support in VS update 4). My migration update it to Razor 3 (which is not related to MVC 4, MVC 4 used old version of Razor 2).   So how to fix the problem. Since VS update 4 in development and MVC 3 support exist in both old Version of VS (10,12) then better to migrate back our Razor to old version so we can use our project in VS 10 or 12. If your project have Razor 3 and it seem that Syntax highlighting doesn’t work for you then I suggest you to try this Nuget package https://www.nuget.org/packages/UpgradeMvc3ToMvc4 Remember that this will not be succeed. What you need to do is delete package folder in your project and now open the packages.config remove all entry of package now.   Now Run this command PM> Install-Package UpgradeMvc3ToMvc4 If this is failed then see what thing make error in console. simply remove the reference and try again. Now run it and see this will work.   After run this you will see that WebGrease Dll have a version number issue. Simply update it to version 1.5.2 and now you have ready your project to run it in .net 4. If you do bin deployment then you don’t need to have installed MVC 4 on server either. Remember that MVC 5 is based on .net 4.5 which simply means you can’t run it in VS10. until VS12 update 4 MVC 5 cshtml page will be work as simple html pages (syntax highlighting and intellisense). Thanks for read my post

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  • How to pause and resume a game in XNA using the same key?

    - by user13095
    I'm attempting to implement a really simple game state system, this is my first game - trying to make a Tetris clone. I'd consider myself a novice programmer at best. I've been testing it out by drawing different textures to the screen depending on the current state. The 'Not Playing' state seems to work fine, I press Space and it changes to 'Playing', but when I press 'P' to pause or resume the game nothing happens. I tried checking current and previous keyboard states thinking it was happening to fast for me to see, but again nothing seemed to happen. If I change either the pause or resume, so they're both different, it works as intended. I'm clearly missing something obvious, or completely lacking some know-how in regards to how update and/or the keyboard states work. Here's what I have in my Update method at the moment: protected override void Update(GameTime gameTime) { KeyboardState CurrentKeyboardState = Keyboard.GetState(); // Allows the game to exit if (CurrentKeyboardState.IsKeyDown(Keys.Escape)) this.Exit(); // TODO: Add your update logic here if (CurrentGameState == GameStates.NotPlaying) { if (CurrentKeyboardState.IsKeyDown(Keys.Space)) CurrentGameState = GameStates.Playing; } if (CurrentGameState == GameStates.Playing) { if (CurrentKeyboardState.IsKeyDown(Keys.P)) CurrentGameState = GameStates.Paused; } if (CurrentGameState == GameStates.Paused) { if (CurrentKeyboardState.IsKeyDown(Keys.P)) CurrentGameState = GameStates.Playing; } base.Update(gameTime); }

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  • Windows 7 root certificate updates

    - by hstr
    I work for a company that uses Windows 7 for end user computing. The Windows 7 computers are updated via a WSUS installation, and access to Microsoft Update is blocked. We have a problem with a number of websites, who's certificates appears to be invalid, though they are perfectly ok. The problem is, that Windows 7 apparently does an on-demand update of root certificates through Windows Update, rather than rolling out a monthly update, as with Windows XP. Now that Windows Update is blocked, how should root certificates be updated? It appears that WSUS is not handling this feature. Thanks in advance.

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  • Microsoft Patches Internet Explorer 9, Launches YourBrowserMatter

    Due to the critical status of the Internet Explorer 9 fix, any users with the recommended Windows Update setting of install updates automatically enabled should receive it by default. Microsoft urges users with automatic updates disabled to install the fix manually via Windows Update. IT administrators in charge of handling organizations are urged to do the same using their go-to software for managing patches in-house. Of the eight vulnerabilities targeted by the IE9 update, the most crucial make it possible for remote code execution to occur on PCs where users have visited certain affecte...

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  • where are apt-get files stored?

    - by loolooyyyy
    i have an ubuntu with three virtual machines running inside running ubuntu also i update the host using apt-get update but i can update VM's, it takes a long time + uses a lot of bandwith which i'm running out of,i want to transfer the updated files by apt-get to VMs, could you please tell me where are they? i'm not talking about the packages themselves stored in /var/cache/apt/archives, i want the file that stores list of available packages on mirror i have selected, thanks lot ps: i know this question has been asked somewhere but i cant find it!

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  • Game Object Design

    - by oisin
    I'm having a problem with the way I designed my first simple game in C++. I have GameObject (abstract class) and ObjectA which inherits the update() and draw() methods from GameObject. My main loop contains a linked list of GameObject*, and while that list is not empty it cycles through it, calling update on each one. Up until this point, I thought the design was standard(?) and would work. However, when I call update on ObjectA() I run into two problems: ObjectA can die which messes up the list, which in turn throws off the loop in main. ObjectA can spawn more ObjectA's but these are local scope and the update() goes out of scope, creating problems in main's list of GameObjects. I think my design if alright, but I'm having such problems with segmentation faults that there must be something seriously wrong with at least one part of my implementation. If anyone could point out any serious mistakes or simple examples of this being done (or even alternative designs) then I would greatly appreciate it!

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  • Why is the camera not following the player? [on hold]

    - by Homer_Simpson
    I use the following code to create Parallax Scrolling: http://www.david-gouveia.com/portfolio/2d-camera-with-parallax-scrolling-in-xna/ Parallax Scrolling is working but I don't know how to focus the camera on the player. If the player moves, then the camera doesn't follow the player. The player leaves the screen when I'm moving it. I use the following code(as described in the tutorial), but it's not working: // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); What can I do so that the player is always in the center of the screen/camera? My player class: public class Player { Texture2D Playertex; public Vector2 Playerposition = new Vector2(400, 240); private Game1 game1; public Player(Game1 game) { game1 = game; } public void Load(ContentManager content) { Playertex = content.Load<Texture2D>("8bitmario"); TouchPanel.EnabledGestures = GestureType.HorizontalDrag; } public void Update(GameTime gameTime) { while (TouchPanel.IsGestureAvailable) { GestureSample gs = TouchPanel.ReadGesture(); switch (gs.GestureType) { case GestureType.HorizontalDrag: Playerposition.X += 3f; break; } } } public void Render(SpriteBatch batch) { batch.Draw(Playertex, new Vector2(Playerposition.X - Playertex.Width / 2, Playerposition.Y - Playertex.Height / 2), Color.White); } } In Game1, I update the player and camera class: protected override void Update(GameTime gameTime) { // Updates my character's position player.Update(gameTime); // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (Layer layer in _layers) layer.Draw(spriteBatch); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _camera.GetViewMatrix(new Vector2(0.0f, 0.0f))); player.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }

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  • Java SE (6, 7, Embedded )????????????

    - by OTN-J Master
    Java??????????????? ???Java SE 7???????????????????????????????????????????????????? Java SE 7?????10???????????????Java????????????????????????????? ?????????????????????FIX?????????????????????????????????????”??”????????????????????????????????????????????????(????????????????Fix????????????????????????????????) Java SE 7 Update 10 ??????? Java SE 6 Update 38 ??????? Java SE Embedded 7 Update 10 ??????? Java SE Embedded 6 Update 38 ??????? >>???Java???????????  ???????????Java SE 6??2????????????????????????????Java SE 7??????????????Java SE?????????????????? >> ??????? ????Java Developer Newsletter???(??!)???????????!

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  • ???Past Image(pi)

    - by todd.bao(at)oracle.com
    Past Image???RAC??????????,????????????????????????????????,Past Image??????????,?????????????????,?????????????????,??????????????(pi)?????????????????Past Image,????????????:HR.EMPLOYEES??100????101?????5????88???????????????,???????????# ??1: ?????????SYS@RAC1//scripts> select inst_id,status from gv$bh where file#=5 and block#=88;no rows selected# ??1???(???Steve King, ????24000????)SYS@RAC1//scripts> update hr.employees set salary=1 where employee_id=100;1 row updated.# ??2: ????1??xcur????????????,?????????SYS@RAC1//scripts> select inst_id,dirty,status from gv$bh where file#=5 and  block#=88;   INST_ID + D + STATUS---------- + - + -------         1 + Y + xcur1 row selected.# ??2???SYS@RAC2//scripts> update hr.employees set salary=2 where employee_id=101;1 row updated.# ??3: ????2?,?????1??pi??Past Image,???????????????????????SYS@RAC1//scripts> select inst_id,dirty,status from gv$bh where file#=5 and  block#=88;   INST_ID + D + STATUS---------- + - + -------         1 + Y + pi         2 + Y + xcur2 rows selected.# ??1???SYS@RAC1//scripts> update hr.employees set salary=3 where employee_id=100;1 row updated.# ??4: ????1?,?????2???1???????2???????1???????SYS@RAC1//scripts> select inst_id,dirty,status from gv$bh where file#=5 and  block#=88;   INST_ID + D + STATUS---------- + - + -------         1 + Y + pi         1 + Y + xcur         2 + Y + pi3 rows selected.# ??2????SYS@RAC2//scripts> update hr.employees set salary=4 where employee_id=101;1 row updated.# ??5: ????2?,??????????????,DBWR??,??????,??(pi)?????????????(cr)??????????????????????????SYS@RAC1//scripts> select inst_id,dirty,status from gv$bh where file#=5 and  block#=88;   INST_ID + D + STATUS---------- + - + -------         1 + N + cr         1 + N + cr         2 + Y + xcur3 rows selected.# ?????1???SYS@RAC1//scripts> update hr.employees set salary=5 where employee_id=100;1 row updated.# ??6: ????1?,?????2????????????????,?????????SYS@RAC1//scripts> select inst_id,dirty,status from gv$bh where file#=5 and  block#=88;   INST_ID + D + STATUS---------- + - + -------         1 + Y + xcur         1 + N + cr         1 + N + cr         2 + Y + pi4 rows selected.# ??2???SYS@RAC2//scripts> update hr.employees set salary=6 where employee_id=101;1 row updated.# ??7: ????2?,?????1?2????1???????2?????????????4,????????????????SYS@RAC1//scripts> select inst_id,dirty,status from gv$bh where file#=5 and  block#=88;   INST_ID + D + STATUS---------- + - + -------         1 + Y + pi         2 + Y + pi         2 + Y + xcur3 rows selected.# ??1???SYS@RAC1//scripts> update hr.employees set salary=7 where employee_id=100;1 row updated.# ??8: ????1?,?????2?1????2???????1????????????2????????????????????????????????????(????????)????SYS@RAC1//scripts> select inst_id,dirty,status from gv$bh where file#=5 and  block#=88;   INST_ID + D + STATUS---------- + - + -------         1 + Y + pi         1 + Y + xcur         2 + Y + pi         2 + N + cr4 rows selected.??????????, ?xcur??????????:??????xcur????pi?????pi?(?????)???cr?,???cr?????,pi????????????????????????????:?????????????A?B?A:SYS@RAC1//scripts> run  1  begin  2  for i in 1..100000 loop  3  update hr.employees set salary=i where employee_id=100;  4  end loop;  5* end;B:SYS@RAC2//scripts> run  1  begin  2  for i in 1..100000 loop  3  update hr.employees set salary=i where employee_id=101;  4  end loop;  5* end;?????????,???5???88?????buffer cache???????:SYS@RAC2//scripts> select count(*) from gv$bh where file#=5 and block#=88;  COUNT(*)----------       4121 row selected.??409?????????(cur):SYS@RAC2//scripts> select count(*) from gv$bh where file#=5 and block#=88 where status='cr';  COUNT(*)----------       4091 row selected.1????????(xcur):SYS@RAC2//scripts> select count(*) from gv$bh where file#=5 and block#=88 where status='xcur';  COUNT(*)----------           11 row selected.??...2??????--????(pi)??????????SYS@RAC1//scripts> select inst_id,dirty,status from gv$bh where file#=5 and block#=88 and status='pi';   INST_ID + D + STATUS---------- + - + -------         1 + Y + pi         2 + Y + pi2 rows selected.????,???RAC??????????????(cr)?,????????????????????????xcur?pi??cr??????pi?????? ?????????,???????????pi???cr?,?????????cr???,???xcur???????,pi??????xcur?,[email protected]

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  • Launch configuration for an Eclipse RCP project

    - by ekebsi
    I am new to Eclipse and have been asked to make some changes to an RCP project. Now I can not get it to run. Unfortunately I cannot contact the author to get some help. I would appreciate an hint which could lead to the solution. When I lunch the application I get following log message: !ENTRY org.eclipse.osgi 2 0 2012-11-07 09:03:45.878 !MESSAGE One or more bundles are not resolved because the following root constraints are not resolved: !SUBENTRY 1 org.eclipse.osgi 2 0 2012-11-07 09:03:45.878 !MESSAGE Bundle update@plugins/org.eclipse.team.core.nl1_3.3.0.I20070607.jar was not resolved. !SUBENTRY 2 org.eclipse.team.core.nl1 2 0 2012-11-07 09:03:45.878 !MESSAGE Missing host org.eclipse.team.core_[3.2.0,4.0.0). !SUBENTRY 1 org.eclipse.osgi 2 0 2012-11-07 09:03:45.878 !MESSAGE Bundle update@plugins/org.eclipse.emf.edit.ui.nl1_2.3.0.v200706262000.jar was not resolved. !SUBENTRY 2 org.eclipse.emf.edit.ui.nl1 2 0 2012-11-07 09:03:45.878 !MESSAGE Missing host org.eclipse.emf.edit.ui_[2.0.0,4.0.0). !SUBENTRY 1 org.eclipse.osgi 2 0 2012-11-07 09:03:45.878 !MESSAGE Bundle update@plugins/org.eclipse.team.ui.nl1_3.3.0.I20070607.jar was not resolved. !SUBENTRY 2 org.eclipse.team.ui.nl1 2 0 2012-11-07 09:03:45.878 !MESSAGE Missing host org.eclipse.team.ui_[3.2.0,4.0.0). !SUBENTRY 1 org.eclipse.osgi 2 0 2012-11-07 09:03:45.878 !MESSAGE Bundle update@plugins/org.eclipse.rcp.nl1_3.2.0.v20070612.jar was not resolved. !SUBENTRY 2 org.eclipse.rcp.nl1 2 0 2012-11-07 09:03:45.878 !MESSAGE Missing host org.eclipse.rcp_[3.2.0,4.0.0). !SUBENTRY 1 org.eclipse.osgi 2 0 2012-11-07 09:03:45.878 !MESSAGE Bundle update@plugins/org.eclipse.ui.win32.nl1_3.2.100.I20070319-0010.jar was not resolved. !SUBENTRY 2 org.eclipse.ui.win32.nl1 2 0 2012-11-07 09:03:45.878 !MESSAGE Missing host org.eclipse.ui.win32_[3.2.0,4.0.0). !ENTRY org.eclipse.osgi 2 0 2012-11-07 09:03:45.878 !MESSAGE The following is a complete list of bundles which are not resolved, see the prior log entry for the root cause if it exists: !SUBENTRY 1 org.eclipse.osgi 2 0 2012-11-07 09:03:45.878 !MESSAGE Bundle update@plugins/org.eclipse.emf.edit.ui.nl1_2.3.0.v200706262000.jar [29] was not resolved. !SUBENTRY 2 org.eclipse.emf.edit.ui.nl1 2 0 2012-11-07 09:03:45.878 !MESSAGE Missing host org.eclipse.emf.edit.ui_[2.0.0,4.0.0). !SUBENTRY 1 org.eclipse.osgi 2 0 2012-11-07 09:03:45.878 !MESSAGE Bundle update@plugins/org.eclipse.team.ui.nl1_3.3.0.I20070607.jar [45] was not resolved. !SUBENTRY 2 org.eclipse.team.ui.nl1 2 0 2012-11-07 09:03:45.878 !MESSAGE Missing host org.eclipse.team.ui_[3.2.0,4.0.0). !SUBENTRY 1 org.eclipse.osgi 2 0 2012-11-07 09:03:45.878 !MESSAGE Bundle update@plugins/org.eclipse.ui.win32.nl1_3.2.100.I20070319-0010.jar [66] was not resolved. !SUBENTRY 2 org.eclipse.ui.win32.nl1 2 0 2012-11-07 09:03:45.878 !MESSAGE Missing host org.eclipse.ui.win32_[3.2.0,4.0.0). !SUBENTRY 1 org.eclipse.osgi 2 0 2012-11-07 09:03:45.878 !MESSAGE Bundle update@plugins/org.eclipse.team.core.nl1_3.3.0.I20070607.jar [83] was not resolved. !SUBENTRY 2 org.eclipse.team.core.nl1 2 0 2012-11-07 09:03:45.878 !MESSAGE Missing host org.eclipse.team.core_[3.2.0,4.0.0). !SUBENTRY 1 org.eclipse.osgi 2 0 2012-11-07 09:03:45.878 !MESSAGE Bundle update@plugins/org.eclipse.rcp.nl1_3.2.0.v20070612.jar [124] was not resolved. !SUBENTRY 2 org.eclipse.rcp.nl1 2 0 2012-11-07 09:03:45.878 !MESSAGE Missing host org.eclipse.rcp_[3.2.0,4.0.0). I am using a windows 7 Enterprise 64 (4GB) and Eclipse Juno 64.

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  • Why is my WPF splash screen progress bar out of sync with the execution of the startup steps?

    - by denny_ch
    Hello, I've implemented a simple WPF splash screen window which informs the user about the progress of the application startup. The startup steps are defined this way: var bootSequence = new[] { new {Do = (Action) InitLogging, Message = "Init logging..."}, new {Do = (Action) InitNHibernate, Message = "Init NHibernate..."}, new {Do = (Action) SetupUnityContainer, Message = "Init Unity..."}, new {Do = (Action) UserLogOn, Message = "Logon..."}, new {Do = (Action) PrefetchData, Message = "Caching..."}, }; InitLogging etc. are methods defined elsewhere, which performs some time consuming tasks. The boot sequence gets executed this way: foreach (var step in bootSequence) { _status.Update(step.Message); step.Do(); } _status denotes an instance of my XAML splash screen window containing a progress bar and a label for status information. Its Update() method is defined as follows: public void Update(string status) { int value = ++_updateSteps; Update(status, value); } private void Update(string status, int value) { var dispatcherOperation = Dispatcher.BeginInvoke( DispatcherPriority.Background, (ThreadStart) delegate { lblStatus.Content = status; progressBar.Value = value; }); dispatcherOperation.Wait(); } In the main this works, the steps get executed and the splash screen shows the progress. But I observed that the splash screen for some reasons doesn't update its content for all steps. This is the reason I called the Dispatcher async and wait for its completion. But even this didn't help. Has anyone else experienced this or some similar behaviour and has some advice how to keep the splash screen's update in sync with the execution of the boot sequence steps? I know that the users will unlikely notice this behaviour, since the splash screen is doing something and the application starts after booting is completed. But myself isn't sleeping well, because I don't know why it is not working as expected... Thx for your help, Denny

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  • Flex 3.5.0; Update ComboBox display list upon dataprovider change

    - by Gabriel Poama-Neagra
    Hello, I have two related ComboBoxes ( continents, and countries ). When the continents ComboBox changes I request a XML from a certain URL. When I receive that XML i change the DataProvider for the countries ComboBox, like this: public function displayCountryArray( items:XMLList ):void { this.resellersCountryLoader.alpha = 0; this.resellersCountry.dataProvider = items; this.resellersCountry.dispatchEvent( new ListEvent( ListEvent.CHANGE ) ); } I dispatch the ListEvent.CHANGE because I use it to change another ComboBox so please ignore that (and the 1st line ). So, my problem is this: I select "ASIA" from the first continents, then the combobox DATA get's updated ( I can see that because the first ITEM is an item with the label '23 countries' ). I click the combo then I can see the countries. NOW, I select "Africa", the first item is displayed, with the ComboBox being closed, then when I click it, the countries are still the ones from Asia. Anyway, if I click an Item in the list, then the list updates correctly, and also, it has the correct info ( as I said it affects other ComboBoxes ). SO the only problem is that the display list does not get updated. In this function I tried these approaches Converting XMLList to XMLCollection and even ArrayCollection Adding this.resellersCountry.invalidateDisplayList(); Triggering events like DATA_CHANGE and UPDATE_COMPLETE I know they don't make much sense, but I got a little desperate. Please note that when I used 3.0.0 SDK this did not happen. Sorry if I'm stupid, but the flex events are killing me.

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  • Eclipse’s Ctrl+click does not work and indexer does not seem to update?

    - by bbazso
    I am running Eclipse IDE for C/C++ Developers (Ganymede) and I have recently encountered a problem with it. I can no longer get Ctrl+click navigation to work! I went to my project and tried to rebuild the index, but the rebuild command of the indexer does not work either. I did not do anything to my knowledge that may have caused this bug and so I was wondering if it could be a corrupt index or something else weird like that. Any help on this matter would be greatly appreciated. Thanks!

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  • Is there a way to update a ViewModel in MVC2?

    - by Juvaly
    This code works: [HttpPost] public ActionResult Edit(int id, FormCollection fc) { Movie movie = ( from m in _ctx.Movie.Include("MovieActors") where m.MovieID == id select m ).First(); MovieActorViewModel movieActor = new MovieActorViewModel(movie); if (TryUpdateModel(movieActor)) { _ctx.ApplyPropertyChanges(movieActor.Movie.EntityKey.EntitySetName, movieActor.Movie); _ctx.SaveChanges(); } return View(movieActor); } However, I am not sure how to test this, and in general would much rather have the method take a typed model like: [HttpPost] public ActionResult Edit(MovieActorViewModel movieActor) Is this possible? What changes to my MovieActorViewModel class do I need to make in order to enable this? That class looks like this: public class MovieActorViewModel { public Movie Movie { get; set; } public Actor Actor { get; set; } public PublisherDealViewModel(Movie movie) { this.Movie = movie; this.Actor = ( from a in this.Movie.Actors where a.ActorID == 1 select a ).First(); } } The view is typed (inherits ViewPage) simple: <% using (Html.BeginForm()) {%> Movie Title: <%= Html.TextBoxFor(model=>model.Movie.Title) %><br/> Actor Name: <%= Html.TextBoxFor(model=>model.Actor.Name) %> <% } %>

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  • How do you update your twitter status using YQL?

    - by waterfallrain
    This is the code example I am following: VALUES ('tweeting from yql!', '@your_consumer_key', '@your_consumer_secret', '@your_access_token', '@your_access_secret'); I understand the consumer key and secret part however I dont understand what to put in for the your_access_token and your_access_secret part. Are these urls I was given what I need to add for the last two items? http://twitter.com/oauth/request_token

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