Search Results

Search found 61580 results on 2464 pages for 'document based database'.

Page 7/2464 | < Previous Page | 3 4 5 6 7 8 9 10 11 12 13 14  | Next Page >

  • Using idle time in turn-based (RPG) games for updating

    - by The Communist Duck
    If you take any turn based RPG game there will be large periods of time when nothing is happening because the game is looping over 'wait_for_player_input'. Naturally it seems sensible to use this time to update things. However, this immediately seems to suggest that it would need to be threaded. Is this sort of design possible in a single thread? loop: if not check_something_pressed: update_a_very_small_amount else keep going But if we says 'a_very_small_amount' is only updating a single object each loop, it's going to be very slow at updating. How would you go about this, preferably in a single thread? EDIT: I've tagged this language-agnostic as that seems the sensible thing, though anything more specific to Python would be great. ;-)

    Read the article

  • Using heavyweight ORM implementation for light based games

    - by Holland
    I'm just about to engulf myself in an MVC-based/Component architecture in C#, using MySQL's connector/Net for the data storage, and probably some NHibernate/FluentNHibernate Object-relational-mapping to map out the data structure. The goal is to build a scalable 2D RPG. Then I think about it...and I can't help but think this seems a little "heavy weight" for a 2D RPG, especially one which, while I plan to incorporate a lot of functionality and entertaining gameplay, may be ported to something like Windows Phone or Android in the future. Yet, on the other hand even a 2-Dimensional RPG can become very complicated, and therefore must incorporate a lot of functionality. While this can be accomplished with text/XML/JSON for data storage, is there a better way? Is something such as Object-Relational-Mapping useful in such an application? So, what do you think? Would you say that there is a place for such technologies? I don't know what to think...

    Read the article

  • Appropriate level of granularity for component-based architecture

    - by Jon Purdy
    I'm working on a game with a component-based architecture. An Entity owns a set of Component instances, each of which has a set of Slot instances with which to store, send, and receive values. Factory functions such as Player produce entities with the required components and slot connections. I'm trying to determine the best level of granularity for components. For example, right now Position, Velocity, and Acceleration are all separate components, connected in series. Velocity and Acceleration could easily be rewritten into a uniform Delta component, or Position, Velocity, and Acceleration could be combined alongside such components as Friction and Gravity into a monolithic Physics component. Should a component have the smallest responsibility possible (at the cost of lots of interconnectivity) or should related components be combined into monolithic ones (at the cost of flexibility)? I'm leaning toward the former, but I could use a second opinion.

    Read the article

  • Are there existing FOSS component-based frameworks?

    - by Tesserex
    The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I don't care about that. It's not for my own project, I'm just curious. Specifically I mean are there projects that include a base Entity class, a base Component class, and maybe some standard components? It would then be much easier starting a game if you didn't want to reinvent the wheel, or maybe you want a GraphicsComponent that does sprites with Direct3D, but you figure it's already been done a dozen times. A quick Googling turns up Rusher. Has anyone heard of this / does anyone use it? If there are no popular ones, then why not? Is it too difficult to make something like this reusable, and they need heavy customization? In my own implementation I found a lot of boilerplate that could be shoved into a framework.

    Read the article

  • Turn based battle and formula

    - by Mark Chapman
    I'm building a game called DVP(Digimon Virtual Pet), and in this game other than taking care of your digimon, You can also battle and breed them. I'm working on the battle system (making it first cause the actual pet system will be easy compared to the netplay, or 39DLL)but here is the problem I don't want it to be "too" simple or "too" complicated, but I do want to go by a certain formula. There are str, def, spd, and int. Strength: How hard the attacking digimon is hitting Defense: How much damage your digimon can defend when being attacked Speed: The chance of you missing the enemy Intelligence (battle knowledge): The chance of you hitting a critical hit or defending a critical hit. I can make a super simple turn based example, but I don't know how exactly to make the formulas for what I've explained above, any help?

    Read the article

  • Projectiles in tile mapped turn-based tactics game?

    - by Petteri Hietavirta
    I am planning to make a Laser Squad clone and I think I have most of the aspects covered. But the major headache is the projectiles shot/thrown. The easy way would be to figure out the probability of hit and just mark miss/hit. But I want to be able to have the projectile to hit something eventually (collateral damage!). Currently everything is flat 2D tile map and there would be full (wall, door) and half height (desk, chair, window) obstacles. My idea is to draw an imaginary line from the shooter to the target and add some horizontal&vertical error based on the player skills. Then I would trace the modified path until it hits something. This is basically what the original Laser Squad seems to do. Can you recommend any algorithms or other approaches for this?

    Read the article

  • Are there existing FOSS component-based frameworks?

    - by Tesserex
    The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I don't care about that. It's not for my own project, I'm just curious. Specifically I mean are there projects that include a base Entity class, a base Component class, and maybe some standard components? It would then be much easier starting a game if you didn't want to reinvent the wheel, or maybe you want a GraphicsComponent that does sprites with Direct3D, but you figure it's already been done a dozen times. A quick Googling turns up Rusher. Has anyone heard of this / does anyone use it? If there are no popular ones, then why not? Is it too difficult to make something like this reusable, and they need heavy customization? In my own implementation I found a lot of boilerplate that could be shoved into a framework.

    Read the article

  • Component based design, but components rely on eatchother

    - by MintyAnt
    I've begun stabbing at a "Component Based" game system. Basically, each entity holds a list of components to update (and render) I inherit the "Component" class and break each game system into it. Examples: RenderComponent - Draws the entity MovementComponent - Moves the entity, deals with velocity and speed checks DamageComponent - Deals with how/if the entity gets damaged... So. My system has this: MovementComponent InputComponent Now maybe my design is off, but the InputComponent should say things like if (w key is down) add y speed to movement if (x key is down) Trigger primary attack This means that the InputComponent sort of relies on these other components. I have to do something alone the lines of: if (w key is down) { MovementComponent* entityMovement = mEntity->GetMovement(); if (entityMovement != NULL) add y speed to movement } which seems kinda crappy every update. Other options? Better design? Is this the best way? Thanks!

    Read the article

  • Database – Beginning with Cloud Database As A Service

    - by Pinal Dave
    I love my weekend projects. Everybody does different activities in their weekend – like traveling, reading or just nothing. Every weekend I try to do something creative and different in the database world. The goal is I learn something new and if I enjoy my learning experience I share with the world. This weekend, I decided to explore Cloud Database As A Service – Morpheus. In my career I have managed many databases in the cloud and I have good experience in managing them. I should highlight that today’s applications use multiple databases from SQL for transactions and analytics, NoSQL for documents, In-Memory for caching to Indexing for search.  Provisioning and deploying these databases often require extensive expertise and time.  Often these databases are also not deployed on the same infrastructure and can create unnecessary latency between the application layer and the databases.  Not to mention the different quality of service based on the infrastructure and the service provider where they are deployed. Moreover, there are additional problems that I have experienced with traditional database setup when hosted in the cloud: Database provisioning & orchestration Slow speed due to hardware issues Poor Monitoring Tools High network latency Now if you have a great software and expert network engineer, you can continuously work on above problems and overcome them. However, not every organization have the luxury to have top notch experts in the field. Now above issues are related to infrastructure, but there are a few more problems which are related to software/application as well. Here are the top three things which can be problems if you do not have application expert: Replication and Clustering Simple provisioning of the hard drive space Automatic Sharding Well, Morpheus looks like a product build by experts who have faced similar situation in the past. The product pretty much addresses all the pain points of developers and database administrators. What is different about Morpheus is that it offers a variety of databases from MySQL, MongoDB, ElasticSearch to Reddis as a service.  Thus users can pick and chose any combination of these databases.  All of them can be provisioned in a matter of minutes with a simple and intuitive point and click user interface.  The Morpheus cloud is built on Solid State Drives (SSD) and is designed for high-speed database transactions.  In addition it offers a direct link to Amazon Web Services to minimize latency between the application layer and the databases. Here are the few steps on how one can get started with Morpheus. Follow along with me.  First go to http://www.gomorpheus.com and register for a new and free account. Step 1: Signup It is very simple to signup for Morpheus. Step 2: Select your database   I use MySQL for my daily routine, so I have selected MySQL. Upon clicking on the big red button to add Instance, it prompted a dialogue of creating a new instance.   Step 3: Create User Now we just have to create a user in our portal which we will use to connect to a database hosted at Morpheus. Click on your database instance and it will bring you to User Screen. Over here you will notice once again a big red button to create a new user. I created a user with my first name.   Step 4: Configure your MySQL client I used MySQL workbench and connected to MySQL instance, which I had created with an IP address and user.   That’s it! You are connecting to MySQL instance. Now you can create your objects just like you would create on your local box. You will have all the features of the Morpheus when you are working with your database. Dashboard While working with Morpheus, I was most impressed with its dashboard. In future blog posts, I will write more about this feature.  Also with Morpheus you use the same process for provisioning and connecting with other databases: MongoDB, ElasticSearch and Reddis. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: MySQL, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

    Read the article

  • Should database-models (conceptual or physical) be reviewed by DBAs?

    - by user61852
    Where I work, new applications that are being developed that will use their own relational database, must have their database-models (conceptual, then physical ) reviewed and aproved by DBAs. Things looked after are normalization, antipatterns, table and column naming standards, etc. Is this really a DBA's responsability to do this ? or should it be, in a greater extend, the responsability of app designers and architects ?

    Read the article

  • What would a database look like if it were normalized to be completely abstracted? lets call it Max(n) normal form

    - by Doug Chamberlain
    edit: By simplest form i was not implying that it would be easy to understand. For instance, developing in low level assembly language is the simplest way to can develop code, but it is far from the easiest. Essentially, what I am asking is in math you can simplify a fraction to a point where it can no longer be simplfied. Can the same be true for a database and what would a database look like in its simplest, form?

    Read the article

  • PostgreSQL 9.1 Database Replication Between Two Production Environments with Load Balancer

    - by littleK
    I'm investigating different solutions for database replication between two PostgreSQL 9.1 databases. The setup will include two production servers on the cloud (Amazon EC2 X-Large Instances), with an elastic load balancer. What is the typical database implementation for for this type of setup? A master-master replication (with Bucardo or rubyrep)? Or perhaps use only one shared database between the two environments, with a shared disk failover? I've been getting some ideas from http://www.postgresql.org/docs/9.0/static/different-replication-solutions.html. Since I don't have a lot of experience in database replication, I figured I would ask the experts. What would you recommend for the described setup?

    Read the article

  • How should I copy the "mysql" database to my new server using PHPMyAdmin

    - by undefined
    My new webhosting company has set up a MySQL database for me and it has the tables MySQL and Information_schema already there. I want to copy my existing database from another server (a) to the new one (b). I assume I need to overwrite the 'mysql' database on server (b) with the one from my existing server (a) or atleast copy over the permissions. 1) What information does the mysql database hold? users and permissions I can see, does it have the login info for phpMyAdmin? I dont want to overwrite that obviously. 2) Should I drop the table on server (b) and import my original? 3) Should I just copy the users table? 4) Do I need to worry about the information_schema table? should I copy this over too? thanks

    Read the article

  • Turning a board game idea into a browser based, slow paced gameplay

    - by guillaume31
    Suppose I want to create a strategy game with global mutable state shared between all players (think game board). But unlike a board game, I don't want it to be real time action and/or turn-based. Instead, players should be able to log in at any time of the day and spend a fixed number of action points per day as they wish. As opposed to a few hours, game sessions would run over a few weeks. This is meant to reward good strategy rather than time spent playing (as an alternative, hardcore players could always play multiple games in parallel instead) as well as all kind of issues related to live playing like disconnections and synchronization. The game should remain addictive still have a low time investment footprint for casual players. So far so good, but this still leaves open the question of when to solve actions and when they should be visible. I want to avoid "ninja play" like doing all your moves just a few minutes before daily point reset to take other players by surprise, or people spamming F5 to place a well-timed action which would defeat the whole point of a non real-time game. I thought of a couple of approaches to that : Resolve all events in a single scheduled process running once a day. This basically means a "blind" gameplay where players can take actions but don't see their results immediately. The thing is, I played a similar browser game a few years ago and didn't like the fact that you feel disconnected and powerless until there's that deus ex machina telling you what really happened during all that time. You see the world evolve in large increments of one day, which often doesn't seem like seeing it evolve at all. For actions that have an big impact on the game or on other players (attacks, big achievements), make them visible to everyone immediately but delay their effect by something like 24 hours. Opposing players could be notified when such an event happens, so that they can react to it. Do you have any other ideas how I could go about solving this ? Are there any known approaches in similar existing games ?

    Read the article

  • Which algorithm used in Advance Wars type turn based games

    - by Jan de Lange
    Has anyone tried to develop, or know of an algorithm such as used in a typical turn based game like Advance Wars, where the number of objects and the number of moves per object may be too large to search through up to a reasonable depth like one would do in a game with a smaller search base like chess? There is some path-finding needed to to engage into combat, harvest, or move to an object, so that in the next move such actions are possible. With this you can build a search tree for each item, resulting in a large tree for all items. With a cost function one can determine the best moves. Then the board flips over to the player role (min/max) and the computer searches the best player move, and flips back etc. upto a number of cycles deep. Finally it has found the best move and now it's the players turn. But he may be asleep by now... So how is this done in practice? I have found several good sources on A*, DFS, BFS, evaluation / cost functions etc. But as of yet I do not see how I can put it all together.

    Read the article

  • Filtering option list values based on security in UCM

    - by kyle.hatlestad
    Fellow UCM blog writer John Sim recently posted a comment asking about filtering values based on the user's security. I had never dug into that detail before, but thought I would take a look. It ended up being tricker then I originally thought and required a bit of insider knowledge, so I thought I would share. The first step is to create the option list table in Configuration Manager. You want to define the column for the option list value and any other columns desired. You then want to have a column which will store the security attribute to apply to the option list value. In this example, we'll name the column 'dGroupName'. Next step is to create a View based on the new table. For the Internal and Visible column, you can select the option list column name. Then click on the Security tab, uncheck the 'Publish view data' checkbox and select the 'Use standard document security' radio button. Click on the 'Edit Values...' button and add the values for the option list. In the dGroupName field, enter the Security Group (or Account if you use Accounts for security) to apply to that value. Create the custom metadata field and apply the View just created. The next step requires file system access to the server. Open the file [ucm directory]\data\schema\views\[view name].hda in a text editor. Below the line '@Properties LocalData', add the line: schSecurityImplementorColumnMap=dGroupName:dSecurityGroup The 'dGroupName' value designates the column in the table which stores the security value. 'dSecurityGroup' indicates the type of security to check against. It would be 'dDocAccount' if using Accounts. Save the file and restart UCM. Now when a user goes to the check-in page, they will only see the options for which they have read and write privileges to the associated Security Group. And on the Search page, they will see the options for which they have just read access. One thing to note is if a value that a user normally can't view on Check-in or Search is applied to a document, but the document is viewable by the user, the user will be able to see the value on the Content Information screen.

    Read the article

  • Simultaneous AI in turn based games

    - by Eduard Strehlau
    I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular automa for examble) just copy the cell buffer and let all action of indiviual cells depend on the copy. Actions which are not valid anymore after some cell before the cell you are currently operating on changed the original enviourment(blocking the path) are just ignored or reapplied with the "current"(between turns) environment. After all cells have acted you copy the current map to the buffer again. Now for an environment with complex AI and big(datawise) entities the copying would take too long. So I thought you could put every action and entity makes into a que(make no changes to the environment) and execute the whole que after everyone took their move. Every interaction on this que are realy interacting entities, so if a entity tries to attack another entity it sends a message to it, the consequences of the attack would be visible next turn, either by just examining the entity or asking the entity for data. This would remove problems like what happens if an entity dies middle in the cue but got actions or is messaged later on(all messages would go to null, and the messages from the entity would either just be sent or deleted(haven't decided yet) But what would happen if a monster spawns a fireball which by itself tracks the player(in the same turn). Should I add the fireball to the enviourment beforehand, so make a change to the environment before executing the action list or just add the ball to the "need updated" list as a special case so it doesn't exist in the environment and still operates on it, spawing after evaluating the action list? Are there any solutions or papers on this subject which I can take a look at? EDIT: I don't need information on writing a roguelike I need information on turn based ai in respective to a complex enviourment.

    Read the article

  • Alternatives to Component Based Architecture?

    - by Ben Lakey
    Usually when I develop a game I will use an architecture like what you see below. What other architectures are popular for simple game development? I'm concerned about having a narrow view of what exists out there for architectures beyond this. Is this an example of component-based architecture? Or is this something else? What would that look like? What alternatives exist? public abstract class ComponentBase { protected final Collection<ComponentBase> subComponents = new LinkedList<ComponentBase>(); private boolean enableInput; private boolean isVisible; protected ComponentBase(boolean enableInput, boolean isVisible) { this.enableInput = enableInput; this.isVisible = isVisible; } public void render(Graphics2D graphics) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.isVisible()) { gameComponent.render(graphics); } } } public void input(InputData input) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.inputIsEnabled()) { gameComponent.input(input); } } } ... getters/setters ... public void update(long elapsedTimeMillis) { for(ComponentBase gameComponent : this.subComponents) { gameComponent.update(elapsedTimeMillis); } } }

    Read the article

  • Software design of a browser-based strategic MMO game

    - by Mehran
    I wonder if there are any known tested software designs for Travian-like browser-based strategic MMO games? I mean how would they implement the server of such games or what is stored in database and what is stored in RAM? Is the state of the world stored in one piece or is it distributed among a number of storage? Does anyone know a resource to study the problems and solutions of creating such games? [UPDATE] Suggested in comments, I'm going to give an example how would I design such a project. Even though I'm not sure if I'm proposing the right one. Having stored the world state in a MongoDB, I would implement an event collection in which all the changes to the world will register. Changes that are meant to happen in the future will come with an action date set to the future and those that are to be carried out immediately will be set to now. Having this datastore as the central point of the system, players will issue their actions as events inserted in datastore. At the other end of the system, I'll have a constant-running software taking out events out of the datastore which are due to be carried out and not done yet. Executing an event means apply some update on the world's state and thus the datastore. As scalable as this design sounds, I'm not sure if it will be worth implementing. For one, it is pointless to cache the datastore as most of updates happen once without any follow ups. For instance if you have the growth of resources in your game, you'll be updating the whole world state periodically in which case, having incorporated a cache, you are keeping the whole world in RAM (which most likely is impossible). So can someone come up with a better design?

    Read the article

  • How to implment the database for event conditions and item bonuses for a browser based game

    - by Saifis
    I am currently creating a browser based game, and was wondering what was the standard approach in making diverse conditions and status bonuses database wise. Currently considering two cases. Event Conditions Needs min 1000 gold Needs min Lv 10 Needs certain item. Needs fulfillment of another event Status Bonus Reduces damage by 20% +100 attack points Deflects certain type of attack I wish to be able to continually change these parameters during the process of production and operation, so having them hard-coded isn't the best way. All I could come up with are the following two methods. Method 1 Create a table that contains each conditions with needed attributes Have a model named conditions with all the attributes it would need to set them conditions condition_type (level, money_min, money_max item, event_aquired) condition_amount prerequisite_condition_id prerequisite_item_id Method 2 write it in a DSL form that could be interpreted later in the code Perhaps something like yaml, have a text area in the setting form and have the code interpret it. condition_foo: condition_type :level min_level: 10 condition_type :item item_id: 2 At current Method 2 looks to be more practical and flexible for future changes, trade off being that all the flex must be done on the code side. Not to sure how this is supposed to be done, is it supposed to be hard coded? separate config file? Any help would be appreciated. Added For additional info, it will be implemented with Ruby on Rails

    Read the article

  • Make a turn based system like final fantasy in AS3

    - by Kaoru
    i wanted to make a turn based system like final fantasy tactics. I already created the map, which is 5x5 tiles grid and the characters which is each character places in the end of the tiles. I have 2 teams, which are named Red and Yellow. ------Red-------: First character is at 0,0. Second character is at 0,1. Third character is at0.2, fourth character is at0.3, and the last one is at0.4`. -----Yellow------: First character is at 5.0. Second character is at 5.1. Third character is at 5.2, fourth character is at 5.3, and the last one is at 5.4. I wanted Red team are moving first and make a decision (whether it is attack or wait), and after 5 characters of the Red team is already made a decision, the Yellow team is the one that make a decision (Yellow team is an AI) But, i don't know how to move my characters into the next grid (e.g: from 0,0 to 0,1) by clicking the left mouse button and also how do i display a grid (when select a move selection) that shows how many tiles that the character able to move. Anyone know about this? or how should i know more about this? is there any recommendations books or webs? And also, i don't know how to move the characters using mouse click.

    Read the article

  • Turn Based Event Algorithm

    - by GamersIncoming
    I'm currently working on a small roguelike in XNA, which sees the player in a randomly generated series of dungeons fending off creeps, as you might expect. As with most roguelikes, the player makes a move, and then each of the creeps currently active on screen will make a move in turns, until all creeps have updated, and it return's to the player's go. On paper, the simple algorithm is straightforward: Player takes turn Turn Number increments For each active creep, update Position Once all active creeps have updated, allow player to take next turn However, when it comes to actually writing this in more detail, the concept becomes a bit more tricky for me. So my question comes as this: what is the best way to handle events taking turns to trigger, where the completion of each last event triggers the next, when dealing with a large number of creeps (probably stored as an array of an enemy object), and is there an easier way to create some kind of engine that just takes all objects that need updating and chains them together so their updates follow suit? I'm not asking for code, just algorithms and theory in the direction of objects triggering updates one after the other, in a turn based manner. Thanks in advance. Edited: Here's the code I currently have that is horrible :/ if (player.getTurnOver() && updateWait == 0) { if (creep[creepToUpdate].getActive()) { creep[creepToUpdate].moveObject(player, map1); updateWait = 10; } if (creepToUpdate < creep.Length -1) { creepToUpdate++; } else { creepToUpdate = 0; player.setTurnOver(false); } } if (updateWait > 0) { updateWait--; }

    Read the article

  • What to choose API based server or Socket based server for data driven application

    - by Imdad
    I am working on a project which has a Desktop Application for MAC/COCOA, a native application for iPhone another native application in iPad. All the application do almost same thing. The applications are data driven applications. Every communication to server is made via a restful API developed in PHP. When a user logs in a lot of data is fetched from server. And to remain in sync with server pooling is done. As there are lot of data to pool it makes application slower and un-reliable. A possible solution that comes into my mind is to use Socket based server. My question is that will it reasonably improve the performance? And which technology (of sockets) will be good as a server side solution for data driven application? I have heard a lot about Node.js. Please give your suggestions.

    Read the article

  • Oracle Database 12c ????????(?????)

    - by OTN-J Master
    Oracle Database 12c????????????? ?????????????????????????????????????¦ ??????????????? ????????? Oracle Database 12c????OTN??? Oracle Database 12c???? ¦ Oracle Database 12c???????????????? Oracle Database 12c ?????? (PDF)¦ Oracle Database 12c???????????? ??????????????? Oracle Database 12c (??????????????) "Oracle Database 12c???"??????????????????? ??????NEC???????????????? ???????????????????????¦ Oracle Database 12c??????????????????? ???????????Oracle Database 12c ????? (PC/????????????!) ????????????????????????????? ?????????????????! Oracle Database 12c???????? (@IT /Database Expert) ??????Oracle Database 12c????????·?????????????????? (EnterpriseZine/DB Online) ??????????!Oracle Database 12c???? (EnterpriseZine/DB Online) ¦ Oracle Database 12c?????????????????????? ??????????Oracle Database 12c ?????!  (EnterpriseZine/DB Online) ¦ Oracle Database 12c???????????? ????????? OTN???????????????????????????????????????????? ?????????/??????? ~????????????????12c??????????!~ Oracle Database 12c????????!???????????? ¦ Oracle Database 12c??????????????????? Oracle University?? Oracle Database 12c: ?????? ¦ Oracle Database 12c?????????????????????????? ?????????????????? ¦ Oracle Database 12c????????????????? ?????????????????????????????????????????(??)???????????????????????????OTN Community(??????)?????????OTN Community??? ¦ Oracle Database 12c???????????????? 12c????????????????????????OTN????????????????Twitter(@oracletechnetjp)???????????????????????! ????????????????????????????Oracle Database 12c???????????????(?8???????????&??????????)????????

    Read the article

  • 2?????????????(Database??)

    - by rika.tokumichi
    ???????????OTN????????? ??????????????????????????????????????????????????????? ????????????????????????????????????????? ???Database??????????????2?????????????????????????????????? ??????????? 1?:Oracle SQL Developer 2.1 (2.1.0.63.73)?Download? 2?:Oracle Database 11g Release 1?Download? 3?:Oracle Database 10g Express Edition?Download? 4?:Oracle Database 10g Release 2?Download? 5?:Oracle Database 11g Release 2?Download? (????2?1?~2?28?) ??????1??2??????????! ?????TOP5?????????????????????????? ??12????????????????????????????? ???Oracle Database 11g Release2?????Grid Infrastructure???? ??Grid Infrastructure??????????Oracle Clusterware?Oracle Automatic Storage Management(ASM)???????? ??????·????????????????????????????????????????????? ????????????????????OTN???????????????????????????????? >?????:Oracle Database 11g R2?????Oracle VM???????????? ??10?30????????????Oracle VM Forum 2009????????????????2009?9?????????Oracle Database 11g Release 2??????????????????????????????????????????????????????????????????????????????????????????????????????? >???:???????????????????2(???????) ????????????????????????????????????????????????????????????????????????????2???????????(????????????????)????????????????????????????????????????????????????? >Oracle Database 11g Release 2???????? ?????????????????????????????????????????????????????????? ???????????

    Read the article

< Previous Page | 3 4 5 6 7 8 9 10 11 12 13 14  | Next Page >