11.2.0.3   ------ 11.2.0.4   Windows 2008 R2  64-bit   HELP

11.2.0.3
to 11.2.0.4
Need Help!  I downloaded the 11.2.0.4 software and unzipped it and installed it in another directory (Out of place upgrade) but the Installation SW creates a new ORACLE_HOME to include a Shortcut "dbhome_2", services, etc   I thought only Installing the SW wouldn't go that far?????  Perhaps I'm missing something as all the online steps don't convey this? Does anyone have a concise "step by step" instructional doc? Perhaps I should just upgrade to 12c?
Any suggestions and help would be greatly appreciated!
Thanks You

It depends on which option you chose when installing 11.2.0.4 - do you choose software install only, or software install plus create a database ? Installing Oracle Database

Similar Messages

  • Understanding problem with threads

    Hi,
    yesterday (at least i think it was yesterday) I posted a question in this forum, I needed help with writing a multithreaded server. The answer was simple and I wrote my program. It kinda works, but there is one thing I don't understand:
    I have a class, which handles the clientconnections and one that listens for incoming conections. I pass the socket returned by ServerSocket.accept() to the clientconnection object.
    There is only ONE clientconnection-object. The listener just passes the socket and calls the start() method of the clientconnection object.
    The clientconnection just writes some text to the client. Connecting more than one client at the same time works too. Everything works fine. And that's what I don't get. If I have only O N E clientconnection the texttransfer shouldn't work after i connect the second client, right?
    But it does, is there a mistake in my logic or am I losing my sanity? :)

    Hi again Danbas,
    Maybe you are losing your sanity... but that's ok. :)
    public void startlistening(){
    while(true){
    try{
    clientconn cc = new clientconn(ssock.accept());
    }catch(IOException ie){}
    //The Constructor in clientconn would look like this:
    public clientconn(Socket sock){
    //No idea what to do here
    Every time you perform "new", you create a new object. And you are calling new every time you accept a new socket connection. So you are creating a new clientconn object each time.

  • Slight problem with threads....

    Hello,
    Just started learning threads a few days ago.. my objective is to move an oval from left to right, then right to left, back and forth and so on.. however, it wont work, the source code i have below seems logical, but it doesnt fulfill my objective..
    // The "MovingCircleUsingThreads" class.
    import java.applet.*;
    import java.awt.*;
    public class MovingCircleUsingThreads extends Applet implements Runnable
        int x = 0;
        Thread t;
        public void init ()
            t = new Thread (this);
            t.start ();
        } // init method
        public void run ()
            try
                while (true)
                    repaint ();
                    Thread.sleep (20);
            catch (Exception e)
        public void paint (Graphics g)
            int speed = 10;
            Dimension d = getSize ();
            g.fillOval (x, d.height / 4, 50, 50);
            x = x + speed;
            if (x + 50 == d.width)
                speed = -10;
    } // MovingCircleUsingThreads classI think the paint method is wrong, but it all seems logical.. x starts off in the left side, moves to the right side by 10, when x + 50 == d.width, the oval is at the right edge, and speed = -10, so it should be moving to the left by 10, but instead, the oval disappears.. :( can anyone help?
    public void paint (Graphics g)
            int speed = 10;
            Dimension d = getSize ();
            g.fillOval (x, d.height / 4, 50, 50);
            x = x + speed;
            if (x + 50 == d.width)
                speed = -10;
        }

    public void paint (Graphics g)
    int speed = 10;
    Dimension d = getSize ();
    g.fillOval (x, d.height / 4, 50, 50);
    x = x + speed;
    if (x + 50 == d.width)
    speed = -10;
    }So you are setting speed to -10, and then you are
    leaving paint?
    Can not see this having any impact on processing...Im setting speed to -10 because I want the oval to go left.... But it wont, after the oval goes from left to right, it disappears..
    Try changing the following:
    if (x + 50 == d.width)
    speed = -10;to
    if (x + 50 >= d.width)
    speed = -10;
    Tried changing that before, oval disappears after it goes to right side :\

  • A problem with Threads and loops.

    Hi, I have some code that needs to be constantly running, like while(true)
          //code here
    }However, the code just checks to see if the user has input anything (and then if the user has, it goes to do some other stuff) so I don't need it constantly running and hogging up 98% of the CPU. So I made my class (which has the method that needs to be looped, call it ClassA) implement Runnable. Then I just added the method which needed to be looped into the public void run()
    I have another class which creates an instance of the above class (call it ClassB), and the main(String[] args) is in there.
    public static void main(String[] args)
              ClassA test = new ClassA();
              Thread thread = new Thread(test.getInstanceOfClassA());
              thread.start();
              while(true)
                           //I do not know what to put here
                   try
                        thread.sleep(100);
                   catch(InterruptedException iex)
         }However, the thread only calls run() once,(duh...) but I can't think of away to get it to run - sleep - run -sleep forever. Can someone help me?

    Hi, I have some code that needs to be constantly
    running, like while(true)
    //code here
    }However, the code just checks to see if the user has
    input anything (and then if the user has, it goes to
    do some other stuff) so I don't need it constantly
    running and hogging up 98% of the CPU. Where does the user input come from. Are you reading from an InputStream? If so, then your loop will be blocked anyway when reading from the InputStream until data is available. During that time, the loop will not consume processor cycles.
    public static void main(String[] args)
              ClassA test = new ClassA();
    Thread thread = new Thread(test.getInstanceOfClassA());I have never seen this idiom. If ClassA instanceof Runnable, you simply write new Thread(test).
              thread.start();
              while(true)
    //I do not know what to put
    do not know what to put here
                   try
                        thread.sleep(100);
                   catch(InterruptedException iex)
         }However, the thread only calls run() once,(duh...)Yeah, why would you want to call it more than once given that you have an infinite loop in ClassA.run()?
    Harald.
    Java Text Crunching: http://www.ebi.ac.uk/Rebholz-srv/whatizit/software

  • A problem with Threads and MMapi

    I am tring to execute a class based on Game canvas.
    The problem begin when I try to Play both a MIDI tone and to run an infinit Thread loop.
    The MIDI tone "Stammers".
    How to over come the problem?
    Thanks in advance
    Kobi
    See Code example below:
    import java.io.IOException;
    import java.io.InputStream;
    import javax.microedition.lcdui.Graphics;
    import javax.microedition.lcdui.Image;
    import javax.microedition.lcdui.game.GameCanvas;
    import javax.microedition.media.Manager;
    import javax.microedition.media.MediaException;
    import javax.microedition.media.Player;
    public class MainScreenCanvas extends GameCanvas implements Runnable {
         private MainMIDlet parent;
         private boolean mTrucking = false;
         Image imgBackgound = null;
         int imgBackgoundX = 0, imgBackgoundY = 0;
         Player player;
         public MainScreenCanvas(MainMIDlet parent)
              super(true);
              this.parent = parent;
              try
                   imgBackgound = Image.createImage("/images/area03_bkg0.png");
                   imgBackgoundX = this.getWidth() - imgBackgound.getWidth();
                   imgBackgoundY = this.getHeight() - imgBackgound.getHeight();
              catch(Exception e)
                   System.out.println(e.getMessage());
          * starts thread
         public void start()
              mTrucking = true;
              Thread t = new Thread(this);
              t.start();
          * stops thread
         public void stop()
              mTrucking = false;
         public void play()
              try
                   InputStream is = getClass().getResourceAsStream("/sounds/scale.mid");
                   player = Manager.createPlayer(is, "audio/midi");
                   player.setLoopCount(-1);
                   player.prefetch();
                   player.start();
              catch(Exception e)
                   System.out.println(e.getMessage());
         public void run()
              Graphics g = getGraphics();
              play();
              while (true)
                   tick();
                   input();
                   render(g);
          * responsible for object movements
         private void tick()
          * response to key input
         private void input()
              int keyStates = getKeyStates();
              if ((keyStates & LEFT_PRESSED) != 0)
                   imgBackgoundX++;
                   if (imgBackgoundX > 0)
                        imgBackgoundX = 0;
              if ((keyStates & RIGHT_PRESSED) != 0)
                   imgBackgoundX--;
                   if (imgBackgoundX < this.getWidth() - imgBackgound.getWidth())
                        imgBackgoundX = this.getWidth() - imgBackgound.getWidth();
          * Responsible for the drawing
          * @param g
         private void render(Graphics g)
              g.drawImage(imgBackgound, imgBackgoundX, imgBackgoundY, Graphics.TOP | Graphics.LEFT);
              this.flushGraphics();
    }

    You can also try to provide a greater Priority to your player thread so that it gains the CPU time when ever it needs it and don't harm the playback.
    However a loop in a Thread and that to an infinite loop is one kind of very bad programming, 'cuz the loop eats up most of your CPU time which in turn adds up more delays of the execution of other tasks (just as in your case it is the playback). By witting codes bit efficiently and planning out the architectural execution flow of the app before start writing the code helps solve these kind of issues.
    You can go through [this simple tutorial|http://oreilly.com/catalog/expjava/excerpt/index.html] about Basics of Java and Threads to know more about threads.
    Regds,
    SD
    N.B. And yes there are more articles and tutorials available but much of them targets the Java SE / EE, but if you want to read them here is [another great one straight from SUN|http://java.sun.com/docs/books/tutorial/essential/concurrency/index.html] .
    Edited by: find_suvro@SDN on 7 Nov, 2008 12:00 PM

  • J2ME problem with threads

    Hi all,
    I would like to ask you for a help. I need to write a small program at my university. I started to write a midlet which function would be to countdown time for sports activities. I woul like to start a new thread - the one that counts down - and at the same time make the main thread sleep. After the "countdown" thread finishes, the main thread wakes up and waits for user input. The problem is that when the "countdown" thread finishes his work, I've got Uncaught exception java/lang/NullPointerException. error and the midlet halts.
    Below you can find the code
    import java.lang.*;
    import java.util.*;
    import javax.microedition.lcdui.*;
    import javax.microedition.midlet.*;
    public class intervals extends MIDlet implements CommandListener
    public Display ekran;
    private SweepCanvas sweeper;
    private Form rundy;
    private TextField round0, round1, round2, round3, round4, round5, round6, round7, round8;
    private long czas,x;
    private Command exitCommand;
    private Command addRound;
    private Command delRound;
    private Command start;
    private TextField repeat;
    private Form odliczanie;
    private Alert ostrz;
    Licznik thread;
    String test;
    StringItem test1;
    int parz,i,j,k;
    static int l;
    int ilrund;
    int ilpowt;
    Item sec;
    long sec1;
    public intervals()
        rundy = new Form("Interwa&#322;y sportowe");
        exitCommand = new Command("Wyj&#347;cie", Command.EXIT, 2);
        addRound = new Command("Dodaj","Dodaj rund&#281;", Command.ITEM,1);
        delRound = new Command("Usu&#324;","Usu&#324; ostatni&#261; rund&#281;", Command.ITEM,1);
        start = new Command("Start", Command.ITEM,1);
        odliczanie = new Form("Odliczanie");
        TextField dodaj(TextField kolej)
            kolej=new TextField("Podaj czas (s) rundy "+parz,null, 4, TextField.NUMERIC);//stworzenie nowej instancji do wybierania czasu trwania rundy
            if(rundy.size()==0)
                rundy.insert(rundy.size(),kolej);
                else
                    rundy.insert(rundy.size()-1, kolej);
            return kolej;
        void odliczanie(TextField round)
            monitor m=new monitor();
            k=Integer.parseInt(round.getString());
            ekran.setCurrent(odliczanie);
            thread=new Licznik(k,odliczanie);
            thread.start();
            ekran.setCurrent(rundy);
    public void startApp()// throws MIDletStateChangeException
        rundy.deleteAll();
        repeat = new TextField("Podaj ilo&#347;&#263; powtórze&#324;",null,1,TextField.NUMERIC);
        rundy.addCommand(addRound);
        rundy.addCommand(exitCommand);
        rundy.setCommandListener(this);
        Canvas obrazek = new MyCanvas();
        ekran = Display.getDisplay(this);
        ekran.setCurrent(obrazek);
        czas=System.currentTimeMillis();
        while (System.currentTimeMillis()<czas+1000)
            continue;
        ekran.setCurrent(rundy);
    public void pauseApp()
    public void destroyApp(boolean unconditional)
        notifyDestroyed();
    public void commandAction(Command c, Displayable s)
        if (c == exitCommand)
            destroyApp(false);
            notifyDestroyed();
        else if(c==addRound)
            if(rundy.size()==0)//Sprawdzenie ilo&#347;ci elementów w celu poprawnego wy&#347;wietlania liczby rund w formie
                parz=1;
                else
                parz=rundy.size();
            switch(parz)
                case 1:
                    round0=dodaj(round0);break;
                case 2:
                    round1=dodaj(round1);break;
                case 3:
                   round2= dodaj(round2);break;
                case 4:
                    round3=dodaj(round3);break;
                case 5:
                    round4=dodaj(round4);break;
                default:
                    ostrz=new Alert("Uwaga","Maksymalna liczba rund wynosi 9", null, AlertType.INFO);
                    ostrz.setTimeout(3000);
                    ekran.setCurrent(ostrz);
            if(rundy.size()==1)
                rundy.append(repeat);
                rundy.addCommand(start);
            rundy.addCommand(delRound);
        else if(c==delRound)
            if(rundy.size()!=0)
                rundy.delete(rundy.size()-2);
                if (rundy.size()==1)
                    rundy.deleteAll();
                if(rundy.size()==0)
                    rundy.removeCommand(delRound);
                    rundy.removeCommand(start);
        else if(c==start)
            ilrund=rundy.size()-1;
            if(this.repeat.size()>0)
                ilpowt=Integer.parseInt(this.repeat.getString());
            ekran = Display.getDisplay(this);
            for (i=1; i<=ilpowt;i++)
                odliczanie= new Form("Odliczanie");
                 for (j=0;j<ilrund;j++)
                    switch(j)
                         case 0:
                             odliczanie(round0);
                             break;
                         case 1:
                             odliczanie(round1);
                             break;
                         case 2:
                             odliczanie(round2);
                             break;
                         case 3:
                             odliczanie(round3);
                             break;
                         case 4:
                             odliczanie(round4);
                             break;
                         case 5:
                             odliczanie(round5);
                             break;
                         case 6:
                             odliczanie(round6);
                             break;
                         case 7:
                             odliczanie(round7);
                             break;
                         case 8:
                             odliczanie(round8);
                             break;
    class Licznik extends Thread
        int czas1,k;
        Form forma;
        monitor m;
        public Licznik(int k,Form formap)
            czas1=k;
            forma=formap;
        public synchronized void run()
            while(czas1>0)
                forma.deleteAll();
                forma.append("Czas pozosta&#322;y (s): "+czas1);
                try{Thread.sleep(1000);} catch(InterruptedException e){e.printStackTrace();}
                czas1--;
            if(czas1<=0)
                m.put();
        }and monitor class
    public class monitor
    boolean busy=false;
    synchronized void get()
        if(!busy)
            try
                wait();
            }catch(InterruptedException e){e.printStackTrace();}
        notify();
    synchronized void put()
        if(busy)
            try
            wait();
            }catch(InterruptedException e){e.printStackTrace();}
        busy=true;
        notify();
    }Can anybody help me with this?

    Groovemaker,
    Your Licznik class has a member m of type monitor, which has not been instantiated (in other words is null) hence, when calling m.put() you get NullPointerException. Please also mind, that using Thread.sleep(1000) is not an accurate way of measuring time.
    If I may, please use recommended for Java class naming conventions - some of your names use lower case, while other don't which is confusing to the reader.
    Daniel

  • Problem with Threads and "plase wait..."-Window

    Hi everyone,
    I have a problem that I'm not able to solve in any way... I have a time-consuming task (a file decryption) which I execute in a separate thread; I've used the SwingWorker class, like suggested by sun-tutorial, and it works right. The problem is that I have to wait that the decryption have finished before continuing with program-execution. Therefore I would like to display a "please wait"-window while the task runs. I've tryed all the possible ways I know but the problem is always the same: the waitWindow is displayed empty, the bounds are painted but the contents no; it's only painted when the decrypt-task has finished. Please help me, I have no more resources....
    decrypt-file code:
    public class DecryptFile {
      private String cryptedFileNameAndPath;
      private ByteArrayInputStream resultStream = null;
      // need for progress
      private int lengthOfTask;
      private int current = -1;
      private String statMessage;
      public DecryptFile(String encZipFileNameAndPath) {
        cryptedFileNameAndPath = encZipFileNameAndPath;
        //Compute length of task...
        // 0 for indeterminate
        lengthOfTask = 0;
      public ByteArrayInputStream getDecryptedInputStream() {
        return this.resultStream;
       * Called from ProgressBarDemo to start the task.
      public void go() {
        current = -1;
        final SwingWorker worker = new SwingWorker() {
          public Object construct() {
            return new ActualTask();
        worker.start();
       * Called from ProgressBarDemo to find out how much work needs
       * to be done.
      public int getLengthOfTask() {
        return lengthOfTask;
       * Called from ProgressBarDemo to find out how much has been done.
      public int getCurrent() {
        return current;
      public void stop() {
        current = lengthOfTask;
       * Called from ProgressBarDemo to find out if the task has completed.
      public boolean done() {
        if (current >= lengthOfTask)
          return true;
        else
          return false;
      public String getMessage() {
        return statMessage;
       * The actual long running task.  This runs in a SwingWorker thread.
      class ActualTask {
        ActualTask () {
          current = -1;
          statMessage = "";
          resultStream = AIUtil.getInputStreamFromEncZip(cryptedFileNameAndPath); //here the decryption happens
          current = 0;
          statMessage = "";
      }The code that calls decryption and displays waitWindow
          final WaitSplash wS = new WaitSplash("Please wait...");
          final DecryptFile cryptedTemplate = new DecryptFile (this.templateFile);
          cryptedTemplate.go();
          while (! cryptedTemplate.done()) {
            try {
              wait();
            } catch (Exception e) { }
          this.templateInputStream = cryptedTemplate.getDecryptedInputStream();
          wS.close();Thanks, thanks, thanks in advance!
    Edoardo

    Maybe you can try setting the priority of the long-running thread to be lower? so that the UI will be more responsive...

  • Problem with threads and simulation: please help

    please help me figure this out..
    i have something like this:
    import java.awt.*;
    import java.awt.event.*;
    import javax.swing.*;
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         private JButton choices[];
         private String names[]={"line", "square", "oval"};
         private JPanel buttonPanel;
         private DrawPanel drawingArea;
         private int width=300, height=200;
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              drawingArea=new DrawPanel(width, height);
              choices=new JButton[names.length];
              buttonPanel=new JPanel();
              buttonPanel.setLayout(new GridLayout(1, choices.length));
              ButtonHandler handler=new ButtonHandler();
              for(int i=0; i<choices.length; i++){
                   choices=new JButton(names[i]);
                   buttonPanel.add(choices[i]);
                   choices[i].addActionListener(handler);
              Container c=getContentPane();
              c.add(buttonPanel, BorderLayout.NORTH);
              c.add(drawingArea, BorderLayout.CENTER);
         }//end init
         public void setWidth(int w){
              width=(w>=0 ? w : 300);
         public void setHeight(int h){
              height=(h>=0 ? h : 200);
         /*public static void main(String args[]){
              int width, height;
              if(args.length!=2){
                   height=200; width=300;
              else{
                        width=Integer.parseInt(args[0]);
                        height=Integer.parseInt(args[1]);
              JFrame appWindow=new JFrame("An applet running as an application");
              appWindow.addWindowListener(
                   new WindowAdapter(){
                        public void windowClosing(WindowEvent e){
                             System.exit(0);
              DrawShapes appObj=new DrawShapes();
              appObj.setWidth(width);
              appObj.setHeight(height);
              appObj.init();          
              appObj.start();
              appWindow.getContentPane().add(appObj);
              appWindow.setSize(width, height);
              appWindow.show();
         }//end main*/
         private class ButtonHandler implements ActionListener{
              public void actionPerformed(ActionEvent e){
                   for(int i=0; i<choices.length; i++){
                        if(e.getSource()==choices[i]){
                             drawingArea.setCurrentChoice(i);
                             break;
    }//end class DrawShapes
    class DrawPanel extends JPanel{
         private int currentChoice=-1;
         private int width=100, height=100;
         public DrawPanel(int w, int h){
              width=(w>=0 ? w : 100);
              height=(h>=0 ? h : 100);
         public void paintComponent(Graphics g){
              super.paintComponent(g);
              switch(currentChoice){
                   case 0:     g.drawLine(randomX(), randomY(), randomX(), randomY());
                             break;
                   case 1: g.drawRect(randomX(), randomY(), randomX(), randomY());
                             break;
                   case 2: g.drawOval(randomX(), randomY(), randomX(), randomY());
                             break;
         public void setCurrentChoice(int c){
              currentChoice=c;
              repaint();          
         private int randomX(){
              return (int) (Math.random()*width);
         private int randomY(){
              return (int) (Math.random()*height);
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    That one's from a book. I used that code to start with my applet. Mine calls different merthod from the switch cases. Say I have:
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    public void drawStart(Graphics g){
      /* something here */
    drawMain(g);
    public void drawMain(graphics g){
    g.drawString("test", x, y);
    //here's where i'm trying to pause
    //i've tried placing Thread.sleep between these lines
    g.drawLine(x, y, a, b);
    //Thread.sleep here
    g.drawRect(x, y, 50, 70);
    }I also need to put delays between method calls but I need to synchronize them. Am I doing it all wrong? The application pauses or sleeps but afterwards, it still drew everything all at once. Thanks a lot!

    It is. Sorry about that. Just answer any if you want to. I'd appreciate your help. Sorry again if it caused you anything or whatever. .n_n.

  • Problem with threads in j2me

    im using jdk 1.6 with java wtk 2.1
    ya i know..
    2.1 is a jdk1.4 source
    but im using souce as 1.4 during compiliation so thats not the prob
    this is my code
    package org.learn;
    import javax.microedition.midlet.MIDlet;
    import javax.microedition.lcdui.Alert;
    import javax.microedition.lcdui.Display;
    public class thtest extends MIDlet
    Thread t;
    public void startApp()
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