我已经分别用Glassfish V 4.0和postgre sql创建了一个EJB包作为服务器和数据库。 Glassfish和postgre远程安装。
我创建了一个连接池和JNDI
如果需要更多细节,请告诉我
当我运行我的类文件时,它会给我以下错误
Dec 17, 2013 10:47:16 AM com.sun.enterprise.connectors.ActiveRAFactory
createActiveResourceAdapter
SEVERE: RAR6001 : Class Not found : com.sun.gjc.spi.ResourceAdapterImpl
Dec 17, 2013 10:47:16 AM com.sun.enterprise.connectors.ActiveRAFactory
createActiveResourceAdapter
SEVERE:
com.sun.appserv.connectors.internal.api.ConnectorRuntimeException: Error in creating
active RAR
at com.sun.enterprise.connectors.ActiveRAFactory.createActiveResourceAdapter(ActiveRAFactory.java:111)
at com.sun.enterprise.connectors.service.ResourceAdapterAdminServiceImpl.createActiveResourceAdapter(ResourceAdapterAdminServiceImpl.java:210)
at com.sun.enterprise.connectors.ConnectorRuntime.createActiveResourceAdapter(ConnectorRuntime.java:427)
at com.sun.enterprise.resource.naming.ConnectorObjectFactory.getObjectInstance(ConnectorObjectFactory.java:107)
at javax.naming.spi.NamingManager.getObjectInstance(NamingManager.java:321)
at com.sun.enterprise.naming.impl.SerialContext.getObjectInstance(SerialContext.java:527)
at com.sun.enterprise.naming.impl.SerialContext.lookup(SerialContext.java:487)
at com.sun.enterprise.naming.impl.SerialContext.lookup(SerialContext.java:438)
at javax.naming.InitialContext.lookup(InitialContext.java:411)
at sg.edu.astar.taxi360.dao.impl.DBConnection.<clinit>(DBConnection.java:24)
at sg.edu.astar.taxi360.dao.dummy.main(dummy.java:22)
Caused by: java.lang.ClassNotFoundException: com.sun.gjc.spi.ResourceAdapterImpl
at java.net.URLClassLoader$1.run(URLClassLoader.java:366)
at java.net.URLClassLoader$1.run(URLClassLoader.java:355)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:354)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:308)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
at com.sun.enterprise.connectors.ActiveRAFactory.createActiveResourceAdapter(ActiveRAFactory.java:102)
... 10 more
我的类文件有主要方法
public static void main(String args[])
{
dummy p = new dummy();
PreparedStatement stmt = null;
String sql="";
try(Connection connection = DBConnection.getConnection();)
{
sql = "INSERT INTO databasename.request (requestId)" +
"VALUES (?)";
stmt = connection.prepareStatement(sql);
stmt.setString(1, "1324");
stmt.executeQuery();
}
catch(Exception ex){
}
}
DBConnection类文件包含以下详细信息
public class DBConnection {
private static DataSource ds;
static {
try {
InitialContext ctx = new InitialContext();
ds = (DataSource) ctx.lookup("jdbc/databasename");
} catch (NamingException ex) {
Logger.getLogger(DBConnection.class.getName()).log(Level.SEVERE,null,ex);
}
}
public static Connection getConnection() {
Connection connection = null;
try {
connection = ds.getConnection();
} catch (SQLException ex) {
Logger.getLogger(DBConnection.class.getName()).log(Level.SEVERE, null, ex);
}
return connection;
}
}
提前致谢
答案 0 :(得分:0)
我通过将//layout array
D3D11_INPUT_ELEMENT_DESC vertexDesc3[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}
};
D3DX11_PASS_DESC passDesc;
mTech->GetPassByIndex(0)->GetDesc(&passDesc);
HR(md3dDevice->CreateInputLayout(vertexDesc3, 2, passDesc.pIAInputSignature,
passDesc.IAInputSignatureSize, &mInputLayout));
// buffers
ID3D11Buffer* mBoxVB;
ID3D11Buffer* mBoxVB2;
ID3D11Buffer* buffers[2];
buffers[0] = mBoxVB;
buffers[1] = mBoxVB2;
XMFLOAT3 vertex[] =
{
XMFLOAT3(-1.0f, -1.0f, -1.0f) ,
XMFLOAT3(-1.0f, +1.0f, -1.0f) ,
XMFLOAT3(+1.0f, +1.0f, -1.0f) ,
XMFLOAT3(+1.0f, -1.0f, -1.0f) ,
XMFLOAT3(-1.0f, -1.0f, +1.0f) ,
XMFLOAT3(-1.0f, +1.0f, +1.0f) ,
XMFLOAT3(+1.0f, +1.0f, +1.0f) ,
XMFLOAT3(+1.0f, -1.0f, +1.0f)
};
// vertex buffer
D3D11_BUFFER_DESC vbd;
vbd.Usage = D3D11_USAGE_IMMUTABLE;
vbd.ByteWidth = sizeof(XMFLOAT3) * 8;
vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbd.CPUAccessFlags = 0;
vbd.MiscFlags = 0;
vbd.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA vinitData;
vinitData.pSysMem = vertex;
HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mBoxVB));
XMFLOAT4 color[] =
{
(const float*)&Colors::White ,
(const float*)&Colors::Black ,
(const float*)&Colors::Red ,
(const float*)&Colors::Green ,
(const float*)&Colors::Blue ,
(const float*)&Colors::Yellow ,
(const float*)&Colors::Cyan ,
(const float*)&Colors::Magenta
};
// where the namespace Colors is defined like
namespace Colors
{
XMGLOBALCONST XMVECTORF32 White = {1.0f, 1.0f, 1.0f, 1.0f};
XMGLOBALCONST XMVECTORF32 Black = {0.0f, 0.0f, 0.0f, 1.0f};
XMGLOBALCONST XMVECTORF32 Red = {1.0f, 0.0f, 0.0f, 1.0f};
XMGLOBALCONST XMVECTORF32 Green = {0.0f, 1.0f, 0.0f, 1.0f};
XMGLOBALCONST XMVECTORF32 Blue = {0.0f, 0.0f, 1.0f, 1.0f};
XMGLOBALCONST XMVECTORF32 Yellow = {1.0f, 1.0f, 0.0f, 1.0f};
XMGLOBALCONST XMVECTORF32 Cyan = {0.0f, 1.0f, 1.0f, 1.0f};
XMGLOBALCONST XMVECTORF32 Magenta = {1.0f, 0.0f, 1.0f, 1.0f};
};
// color buffer
D3D11_BUFFER_DESC vbd2;
vbd2.Usage = D3D11_USAGE_IMMUTABLE;
vbd2.ByteWidth = sizeof(XMFLOAT4) * 8;
vbd2.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbd2.CPUAccessFlags = 0;
vbd2.MiscFlags = 0;
vbd2.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA initData2;
initData2.pSysMem = color;
// here is our problem:
HR(md3dDevice->CreateBuffer(&vbd2, &initData2, &mBoxVB2));
// inside DrawScene():
UINT stride[] = {sizeof(XMFLOAT3), sizeof(XMFLOAT4)};
UINT offset[] = {0,0};
md3dImmediateContext->IASetVertexBuffers(0, 2, buffers, stride, offset);
md3dImmediateContext->IASetIndexBuffer(mBoxIB, DXGI_FORMAT_R32_UINT, 0);
// and the shaders
cbuffer cbPerObject
{
float4x4 gWorldViewProj;
};
struct VertexIn
{
float3 PosL : POSITION;
float4 Color : COLOR;
};
struct VertexOut
{
float4 PosH : SV_POSITION;
float4 Color : COLOR;
};
VertexOut VS(VertexIn vin)
{
VertexOut vout;
vout.PosH = mul(float4(vin.PosL, 1.0f), gWorldViewProj);
vout.Color = vin.Color;
return vout;
}
float4 PS(VertexOut pin) : SV_Target
{
return pin.Color;
}
technique11 ColorTech
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_5_0, PS() ) );
}
}
添加到DWORD shaderFlags = 0;
#if defined( DEBUG ) || defined( _DEBUG )
shaderFlags |= D3D10_SHADER_DEBUG;
shaderFlags |= D3D10_SHADER_SKIP_OPTIMIZATION;
#endif
ID3D10Blob* compiledShader = 0;
ID3D10Blob* compilationMsgs = 0;
HRESULT hr = D3DX11CompileFromFile(L"FX/color.fx", 0, 0, 0, "fx_5_0", shaderFlags,
0, 0, &compiledShader, &compilationMsgs, 0);
// compilationMsgs can store errors or warnings.
if( compilationMsgs != 0 )
{
MessageBoxA(0, (char*)compilationMsgs->GetBufferPointer(), 0, 0);
ReleaseCOM(compilationMsgs);
}
// Even if there are no compilationMsgs, check to make sure there were no other errors.
if(FAILED(hr))
{
DXTrace(__FILE__, (DWORD)__LINE__, hr, L"D3DX11CompileFromFile", true);
}
HR(D3DX11CreateEffectFromMemory(compiledShader->GetBufferPointer(), compiledShader->GetBufferSize(),
0, md3dDevice, &mFX));
// Done with compiled shader.
ReleaseCOM(compiledShader);
mTech = mFX->GetTechniqueByName("ColorTech");
mfxWorldViewProj = mFX->GetVariableByName("gWorldViewProj")->AsMatrix();
:
glassfish-embedded-all