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  • Getting all rows from a Table where the column contains only 0

    - by Auro
    I got a little problem i need a sql query that gives all rows back that only contains 0 in it. the column is defined as varchar2(6) the values in the column looks like this: 0 00 00 100 bc00 000000 00000 my first solution would be like this: Oracle: substr('000000' || COLUMN_NAME, -6) = '000000' SQL Server: right('000000' + COLUMN_NAME, 6) = '000000' is there an other way? (it needs to work on both systems)

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  • MS SQL: How to get the newest date in a table with several equal keys

    - by Qohelet
    Unfortunately my knowledge related to statements like "group by" and "having" is quite limited, so hopefully you can help me: I have a view -here's an excerpt- (if we have some Europeans here - it's v021 of Winline/Mesonic): ID | Artikelbezeichnung1 | Bez2 | mesoyear _____________________________________________________________________ 1401MA70 | Marga ,Saracena grigio,1S,33,3/33,3 | Marazzi | 1344 1401MA70 | Marga ,Saracena grigio,1S,33,3/33,3 | Marazzi | 1356 1401MA70 | Marga ,Saracena grigio,1S,33,3/33,3 | Marazzi | 1356 1401MA71 | Marga ,Saracena beige,1S,33,3/33,3 | Marazzi | 1344 1401MA71 | Marga ,Saracena beige,1S,33,3/33,3 | Marazzi | 1356 1401MA71 | Marga ,Saracena beige,1S,33,3/33,3 | Marazzi | 1356 2401CR13 | Crista,Mahon rojo,1S,33,3/33,3 | Cristacer | 1332 2401CR13 | Crista,Mahon rojo,1S,33,3/33,3 | Cristacer | 1344 So the ID is not unique and I just need the one with the highest val in "mesoyear". My fist solution was: Select c015 as ID, c003 as Artikelbezeichnung1, c074 as Bez2, mesoyear from CWLDATEN_91.dbo.v021 group by c015 having mesoyear = max(mesoyear) But this doesn't work at all... Msg 8121, Level 16, State 1, Line 8 Column 'CWLDATEN_91.dbo.v021.mesoyear' is invalid in the HAVING clause because it is not contained in either an aggregate function or the GROUP BY clause. So I just removed the "having" statement and it went "better": Msg 8120, Level 16, State 1, Line 2 Column 'CWLDATEN_91.dbo.v021.c003' is invalid in the select list because it is not contained in either an aggregate function or the GROUP BY clause. So I tried to remove the error just by adding things to the "group by". And it worked. Select c015 as ID, c003 as Artikelbezeichnung1, c074 as Bez2, max(mesoyear) from CWLDATEN_91.dbo.v021 group by c015,c003,c074 gives me exactly what I want. But the correct Select contains about 24 columns and some calculations as well. The problem can't be solved just by adding all the columns to the "group by"...? Can someone please help me to find a proper command? Thank you!

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  • selecting more than 1 table to get content from [php/Mysql]

    - by SAFSOF
    Hi There i want to get the latest threads/messages i made my code then i made function that calls the code to show last messages in specific board it works great now i want to get latest messages from 2 boards or more in the same function this is the part that chooses the board AND b.id_board = t.id_board' . (empty($vars) ? '' : ' AND b.id_board = ' . $vars . ''). ' i tried to use functionname(1.2.3); but he says no board with id 1.2.3 i tried ("1,2,3") same i wish i made it clear for you i apreciate your help

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  • How to insert data in mysql data base table

    - by user1289538
    I am inserting data in MySQL data base but in field it does not insert data. I am using following code $providernpi=$_POST['ProviderNPI']; $patienid=$_POST['PatientID']; $fileurl=$_POST['FileURL']; $filetype=$_POST['FileTYPE']; $datasynid=$_POST['DataSynID']; $appointmentlistingsid=$_POST ['AppointmentListingsID']; $query=("INSERT INTO AppointmentDataSync (ProviderNPI,PatientID, FileURL,FileType,DataSyncID,AppointmentListingsID) VALUES ('$providernpi', '$patientid','$fileurl','$filetype','$datasynid','$appointmentlistingid')"); mysql_query($query,$con); printf("Records inserted: %d\n", mysql_affected_rows()); echo($patienid) ?>

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  • Problem with fetching table to array

    - by jasmine
    I have writed this function: function news_array() { $sql = "SELECT * FROM content WHERE home=1"; $query = mysql_query($sql); $i = 0; while($row = mysql_fetch_array($query)){ $row_array[$i] = array( TITLE => $row['title'], ABSTRACTT => $row['abstract'], BODY => $row['body'], ID => $row['conID'] ); $i++; } return $row_array; } When using this function like this: <?php $row_array = news_array(); for($i = 0 ; $i < count($row_array) ; $i++){ echo $row_array[$i][TITLE]; } ?> There no output in html. What is wrong in my function? Thanks in advance

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  • How can I use a variable as a jQuery option value?

    - by mattgorecki
    I currently have jQuery code that looks like this: if ($.url.param("s") == "error") { $.gritter.add({ title: 'Error!', text: $.url.param('message') }); } I'm checking to see if the request variable s exists in the url (ie. http://example.com/?s=error&message=this%20is%20my%20message and then showing a popup message that contains information from request variable message. The popup works just fine, but the message variable isn't populated, the plugin asks for a string as a value for the text option. What is the proper way to grab the message variable?

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  • Oracle/SQL table attribute question

    - by UnceRawr
    I have been given a context schema for a database i need to make for my coursework but some of the attributes (column names) contain letters in brackets at the end of them such as: *x_Number (Adm) *x_Number (A) *x_Number (P) The problem is i have no idea what these letters mean! Can anyone help?

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  • Delete rows out of table that is innerjoined and unioned with 2 others

    - by jonathan
    We have 3 tables (table1, table2, table3), and I need to delete all the rows from table1 that have the same ID in table2 OR table3. To see a list of all of these rows I have this code: ( select table2.ID, table2.name_first, table2.name_last, table2.Collected from table2 inner join table1 on table1.ID = table2.ID where table2.Collected = 'Y' ) union ( select table3.ID, table3.name_first, table3.name_last, table3.Collected from table3 inner join table1 on table1.ID = table3.ID where table3.Collected = 'Y' ) I get back about 200 rows. How do I delete them from table1? I don't have a way to test if my query will work, so I'm nervous about modifying something I found online and potentially deleting data (we do have backups, but I'd rather not test out their integrity). TIA!

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  • Order results by another table?

    - by user3462020
    I'm working on a custom forum system and I'm trying to figure out how to put a thread on the top of the list if a user posts in it. I've got this for my query SELECT user_threads.threadID, user_threads.title, user_threads.uid, user_threads.postDate, thread_messages.posted FROM user_threads, thread_messages WHERE parent = :parent GROUP BY user_threads.title ORDER BY thread_messages.posted DESC Which doesn't appear to be working. if I post in a new thread, it remains where it is on the list.

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • Putting indexes in separate filegroup kills our queries

    - by womp
    Can anyone shed some light on this? On our dev boxes, our database resides entirely in the PRIMARY filegroup, and everything works fine. On one of our production servers, recently upgraded from 2005 to 2008, we noticed it was performing slower than it should. On this machine, there are two filegroups - PRIMARY and INDEXES. Both filegroups contain 1 file per logical volume, one logical volume per CPU, (and each logical volume is a RAID 10 of 4 physical disks). We isolated a few queries that were performing fast on the dev boxes and slow (up to 40x slower) on the production machine. Turned out these queries were using the non-clustered indexes that resided in the INDEXES filegroup. Tweaking some of the queries to only use clustered indexes that were in the PRIMARY filegroup dropped their times back to normal. As a final confirmation, we redeployed the same database on the same machine to have everything in PRIMARY, and things went back to normal! Here's the statistics output of one of the queries, run identically on the machine with different filegroup configurations (table names changed to protect the innocent): FAST (everything in PRIMARY filegroup): (3 row(s) affected) Table '0'. Scan count 2, logical reads 14, ... Table '1'. Scan count 0, logical reads 0, ... Table '1'. Scan count 0, logical reads 0, ... Table '2'. Scan count 2, logical reads 7, ... Table '3'. Scan count 2, logical reads 1012, ... Table '4'. Scan count 1, logical reads 3, ... SQL Server Execution Times: CPU time = 437 ms, elapsed time = 445 ms. SLOW (indexes split into their own filegroup): (3 row(s) affected) Table '0'. Scan count 209, logical reads 428, ... Table '1'. Scan count 0, logical reads 0,... Table '2'. Scan count 1021, logical reads 9043,.... Table '3'. Scan count 209, logical reads 105754, .... Table '4'. Scan count 0, logical reads 0, .... Table '5'. Scan count 1, logical reads 695, ... **Table '#46DA8CA9'. Scan count 205, logical reads 205, ...** Table '6'. Scan count 6, logical reads 436, ... Table '7'. Scan count 1, logical reads 12,.... SQL Server Execution Times: CPU time = 17581 ms, elapsed time = 17595 ms. Notice the weird temp table and extra tables involved in the slow query. It seems clear that having a second file group is making SQL Server batty with choosing an execution plan. What the heck is going on?

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  • Are these tables respect the 3NF Database Normalization?

    - by penas
    AUTHOR table Author_ID, PK First_Name Last_Name TITLES table TITLE_ID, PK NAME Author_ID, FK DOMAIN table DOMAIN_ID, PK NAME TITLE_ID, FK READERS table READER_ID, PK First_Name Last_Name ADDRESS CITY_ID, FK PHONE CITY table CITY_ID, PK NAME BORROWING table BORROWING_ID,pk READER_ID, fk TITLE_ID, fk DATE HISTORY table READER_ID TITLE_ID DATE_OF_BORROWING DATE_OF_RETURNING Are these tables respect the 3NF Database Normalization? What if 2 authors work together for the same title? The column Addresss should have it's own table? When a reader borrows a book, I make an entry in BORROWING table. After he returns the book, I delete that entry and I make another one entry in HISTORY table. Is this a good idea? Do I brake any rule? Should I have instead one single BORROWING table with a DATE_OF_RETURNING column?

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  • Some problem with regex

    - by gjoshi
    hello all in my site users can insert data using tabular format. that table can be of any style. but im using regex to give those tables a standard format of our site.but when im using regex it works well but it is removing colspan. but i need colspan widout it tables looks very odd. will anyone please tell me wats wrong with my regex?? following is my regex codes: $table=eregi_replace("<table[^>]*>","<table width='100%' border='0' cellspacing='0' cellpadding='0' class='tabularData'>", $table); $table= preg_replace('/style\s*=\s*(\'|").+(\'|")/i', '', $table); $table= preg_replace('/bgcolor\s*=\s*(\'|").+(\'|")/i', '', $table); $table=eregi_replace("<span[^>]*>","",$table); thanks in advance :)

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  • C programming: hashtable insertion/search

    - by Ricardo Campos
    Hello i have a problem with my hash table its implemented like this: #define HT_SIZE 10 typedef struct _list_t_ { char key[20]; char string[20]; char prevValue[20]; struct _list_t_ *next; } list_t; typedef struct _hash_table_t_ { int size; /* the size of the table */ list_t ***table; /* first */ sem_t lock; } hash_table_t; I have a Linked list with 3 pointers because i want a hash table with several partitions (shards), here is my initialization of my Hash table: hash_table_t *create_hash_table(int NUM_SERVER_THREADS, int num_shards){ hash_table_t *new_table; int j,i; if (HT_SIZE<1) return NULL; /* invalid size for table */ /* Attempt to allocate memory for the hashtable structure */ new_table = (hash_table_t*)malloc(sizeof(hash_table_t)*HT_SIZE); /* Attempt to allocate memory for the table itself */ new_table->table = (list_t ***)calloc(1,sizeof(list_t **)); /* Initialize the elements of the table */ for(j=0; j<num_shards; j++){ new_table->table[j] = (list_t **)calloc(1,sizeof(list_t *)); for(i=0; i<HT_SIZE; i++){ new_table->table[j][i] = (list_t *)calloc(1,sizeof(list_t )); } } /* Set the table's size */ new_table->size = HT_SIZE; sem_init(&new_table->lock, 0, 1); return new_table; } Here is my search function to search in the hash table list_t *lookup_string(hash_table_t *hashtable, char *key, int shardId){ list_t *list ; int hashval = hash(key); /* Go to the correct list based on the hash value and see if key is * in the list. If it is, return return a pointer to the list element. * If it isn't, the item isn't in the table, so return NULL. */ sem_wait(&hashtable->lock); for(list = hashtable->table[shardId][hashval]; list != NULL; list =list->next) { if (strcmp(key, list->key) == 0){ sem_post(&hashtable->lock); return list; } } sem_post(&hashtable->lock); return NULL; } And my insert function: char *add_string(hash_table_t *hashtable, char *str,char *key, int shardId){ list_t *new_list; list_t *current_list; unsigned int hashval = hash(key); /*printf("|%d|%d|%s|\n",hashval,shardId,key);*/ /* Lock for concurrency */ sem_wait(&hashtable->lock); /* Attempt to allocate memory for list */ new_list = (list_t*)malloc(sizeof(list_t)); /* Does item already exist? */ sem_post(&hashtable->lock); current_list = lookup_string(hashtable, key,shardId); sem_wait(&hashtable->lock); /* item already exists, don't insert it again. */ if (current_list != NULL){ strcpy(new_list->prevValue,current_list->string); strcpy(new_list->string,str); strcpy(new_list->key,key); new_list->next = hashtable->table[shardId][hashval]; hashtable->table[shardId][hashval] = new_list; sem_post(&hashtable->lock); return new_list->prevValue; } /* Insert into list */ strcpy(new_list->string,str); strcpy(new_list->key,key); new_list->next = hashtable->table[shardId][hashval]; hashtable->table[shardId][hashval] = new_list; /* Unlock */ sem_post(&hashtable->lock); return new_list->prevValue; } My main class runs some of tests by executing the insertion / reading / delete from the elements of the hash table the problem is when i have more than 4 partitions/shards the tests stop at the first reading element saying it returned the wrong value NULL on the search function, when its less than 4 it runs perfectly well and passes all the tests. You can see my main.c in here if you want to give a look: http://hostcode.sourceforge.net/view/1105 My complete Hash table code: http://hostcode.sourceforge.net/view/1103 And other functions where hash table code is executed: .c file http://hostcode.sourceforge.net/view/1104 .h file http://hostcode.sourceforge.net/view/1106 Thank for you time, i appreciate any help you can give to me this is a college important project that I'm trying to solve and I'm stuck here for 2 days.

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  • How to recover a file using the FAT cluster chain instead of using the stored length in the FAT table?

    - by cadrian
    I'm trying to recover movie files from my TNT receiver hard drive but it corrupts its FAT32 allocation table (crappy cheap device...) Using dosfsck is useless because the correct file length is the cluster length, not the (shorter) one in the table, and dosfsck only proposes to shorten the file, which I won't do. Question: how to recover a file using the FAT cluster chain instead of using the stored length in the FAT table? Edit I forgot to say: Linux solutions only please (I have no windows box)

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  • Copying and rotating large table from Excel to Word without turning it into picture/wmf/...

    - by ldigas
    What would be the easiest way of copying and rotating a table made in Excel, to Word without turning it into a picture/enhanced metafile/or something alike. I know I can use the Section Break routine, but the problem is the table needs to go into a company frame (which I cannot turn onto a landscape), so I literally need to turn the table by 90 degrees. Any way of doing something like that ?

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  • How do you fix a MySQL “Incorrect key file” error when you can’t repair the table?

    - by Wayne M
    I'm trying to run a rather large query that is supposed to run nightly to populate a table. I'm getting an error saying Incorrect key file for table '/var/tmp/#sql_201e_0.MYI'; try to repair it but the storage engine I'm using (whatever the default is, I guess?) doesn't support repairing tables. how do I fix this so I can run the query? We are under pressure to get this table loaded for a client.

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  • How to set PATH variable on Mac OS so that even non-terminal apps see it?

    - by dehmann
    I need to add a directory to my PATH variable on Mac OS. I added it in .bash_profile and .profile, and that works for the terminal. But Emacs (http://emacsformacosx.com) still does not use the new PATH variable. (I'm trying to run latex from emacs, but it's not finding the command in my /usr/local/bin, which I'm trying to add to the PATH ...) I even logged out and back in, but still no luck. Any suggestions?

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  • How to define a table so it shows on every page, but doesn't interfere with editing?

    - by ldigas
    I need a table in Word 2007, which needs to be on every page of the document. It is actually not a table per se, but a frame with three columns. The problem is it cannot interfere with editing, so I'm trying to avoid just inserting a lot of tables, and for now am using a made up table, made of lines, which I've putted in header field over the entire page. Is there a better way to do it then this?

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