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  • Common and useful Graph functions?

    - by Nazgulled
    Hi, I'm implementing a simple Graph library for my uni project and since this is the first time I'm dealing with graphs, I would like to know which functions you guys consider to be most common and useful for Graph implementations... So far, I have this: graphInitialize() graphInsertVertex() graphRemoveVertex() graphGetVertex() graphGetVertexValue() (not implemented yet, not sure if I'll need it) graphInsertEdge() graphRemoveEdge() graphLinkVertices() (this calls graphInsertEdge twice for bidirectional graph) graphUnlinkVertices() (this calls graphRemoveEdge twice for bidirectional graph) graphDestroy() I know I'm missing a function do determine the shortest path, but I'm leaving that for last... Do you think I'm missing any common/useful function?

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  • Using a singleton database class in functions and multiple scripts(PHP) - best use methods

    - by dscher
    I have a singleton db connection which I get with: $dbConnect = myDatabase::getInstance(); which is easy enough. My question is what is the least rhetorical and legitimate way of using this connection in functions and classes? It seems silly to have to declare the variable global, pass it into every single function, and/or recreate this variable within every function. Is there another answer for this? Obviously I'm a noob and I can work my way around this problem 10 different ways, none of which is really attractive to me. It would be a lot easier if I could have that $dbConnect variable accessible in any function without needing to declare it global or pass it in. I do know I can add the variable to the $_SERVER array...is there something wrong with doing this? It seems somewhat inappropriate to me. Another quick question: Is it bad practice to do this: $result = myDatabase::getInstance()-query($query); from directly within a function?

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  • Getting functions of inherited functions to be called

    - by wrongusername
    Let's say I have a base class Animal from which a class Cow inherits, and a Barn class containing an Animal vector, and let's say the Animal class has a virtual function scream(), which Cow overrides. With the following code: Animal.h #ifndef _ANIMAL_H #define _ANIMAL_H #include <iostream> using namespace std; class Animal { public: Animal() {}; virtual void scream() {cout << "aaaAAAAAAAAAAGHHHHHHHHHH!!! ahhh..." << endl;} }; #endif /* _ANIMAL_H */ Cow.h #ifndef _COW_H #define _COW_H #include "Animal.h" class Cow: public Animal { public: Cow() {} void scream() {cout << "MOOooooOOOOOOOO!!!" << endl;} }; #endif /* _COW_H */ Barn.h #ifndef _BARN_H #define _BARN_H #include "Animal.h" #include <vector> class Barn { std::vector<Animal> animals; public: Barn() {} void insertAnimal(Animal animal) {animals.push_back(animal);} void tortureAnimals() { for(int a = 0; a < animals.size(); a++) animals[a].scream(); } }; #endif /* _BARN_H */ and finally main.cpp #include <stdlib.h> #include "Barn.h" #include "Cow.h" #include "Chicken.h" /* * */ int main(int argc, char** argv) { Barn barn; barn.insertAnimal(Cow()); barn.tortureAnimals(); return (EXIT_SUCCESS); } I get this output: aaaAAAAAAAAAAGHHHHHHHHHH!!! ahhh... How should I code this to get MOOooooOOOOOOOO!!! (and whatever other classes inheriting Animal wants scream() to be) instead?

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  • functions in assembler

    - by stupid_idiot
    hi, i have philosophised about the purpose of stack a little bit and after some coding i figured out what is it's strength. The only thing that lies in my stomache is how does it work with functions? I tried to make some easy function for adding two numbers using universal registers but I suppose that's not how does it work in C for example.. where are all the parameters, local variables and where is the result stored? how would you rewrite this to assembler?(how would compiler for C rewrite it?) int function(int a, int &b, int *c){ return a*(b++)+(*c); } i know this example kinda sucks.. but this way i can understand all the possibilities

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  • Const Functions and Interfaces in C++

    - by 58gh1z
    I'll use the following (trivial) interface as an example: struct IObject { virtual ~IObject() {} virtual std::string GetName() const = 0; virtual void ChangeState() = 0; }; Logic dictates that GetName should be a const member function while ChangeState shouldn't. All code that I've seen so far doesn't follow this logic, though. That is, GetName in the example above wouldn't be marked as a const member function. Is this laziness/carelessness or is there a legitimate reason for this? What are the major cons of me forcing my clients to implement const member functions when they are logically called for?

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  • How to visualize the design of a program in order to communicate it to others

    - by Joris Meys
    I am (re-)designing some packages for R, and I am currently working out the necessary functions, objects, both internal and for the interface with the user. I have documented the individual functions and objects. So I have the description of all the little parts. Now I need to give an overview of how the parts fit together. The scheme of the motor so to say. I've started with making some flowchart-like graphs in Visio, but that quickly became a clumsy and useless collection of boxes, arrrows and-what-not. So hence the question: Is there specific software you can use for vizualizing the design of your program If so, care to share some tips on how to do this most efficiently If not, how do other designers create the scheme of their programs and communicate that to others? Edit: I am NOT asking how to explain complex processes to somebody, nor asking how to illustrate programming logic. I am asking how to communicate the design of a program/package, i.e.: the objects (with key features and representation if possible) the related functions (with arguments and function if possible) the interrelation between the functions at the interface and the internal functions (I'm talking about an extension package for a scripting language, keep that in mind) So something like this : But better. This is (part of) the interrelations between functions in the old package that I'm now redesigning for obvious reasons :-) PS : I made that graph myself, using code extraction tools on the source and feeding the interrelation matrix to yEd Graph Editor.

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  • Functions that only call other functions. Is this a good practice?

    - by Eric C.
    I'm currently working on a set of reports that have many different sections (all requiring different formatting), and I'm trying to figure out the best way to structure my code. Similar reports we've done in the past end up having very large (200+ line) functions that do all of the data manipulation and formatting for the report, such that the workflow looks something like this: DataTable reportTable = new DataTable(); void RunReport() { reportTable = DataClass.getReportData(); largeReportProcessingFunction(); outputReportToUser(); } I would like to be able to break these large functions up into smaller chunks, but I'm afraid that I'll just end up having dozens of non-reusable functions, and a similar "do everything here" function whose only job is to call all these smaller functions, like so: void largeReportProcessingFunction() { processSection1HeaderData(); calculateSection1HeaderAverages(); formatSection1HeaderDisplay(); processSection1SummaryTableData(); calculateSection1SummaryTableTotalRow(); formatSection1SummaryTableDisplay(); processSection1FooterData(); getSection1FooterSummaryTotals(); formatSection1FooterDisplay(); processSection2HeaderData(); calculateSection1HeaderAverages(); formatSection1HeaderDisplay(); calculateSection1HeaderAverages(); ... } Or, if we go one step further: void largeReportProcessingFunction() { callAllSection1Functions(); callAllSection2Functions(); callAllSection3Functions(); ... } Is this really a better solution? From an organizational point of view I suppose it is (i.e. everything is much more organized than it might otherwise be), but as far as code readability I'm not sure (potentially large chains of functions that only call other functions). Thoughts?

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  • pointers to member functions in an event dispatcher

    - by derivative
    For the past few days I've been trying to come up with a robust event handling system for the game (using a component based entity system, C++, OpenGL) I've been toying with. class EventDispatcher { typedef void (*CallbackFunction)(Event* event); typedef std::unordered_map<TypeInfo, std::list<CallbackFunction>, hash_TypeInfo > TypeCallbacksMap; EventQueue* global_queue_; TypeCallbacksMap callbacks_; ... } global_queue_ is a pointer to a wrapper EventQueue of std::queue<Event*> where Event is a pure virtual class. For every type of event I want to handle, I create a new derived class of Event, e.g. SetPositionEvent. TypeInfo is a wrapper on type_info. When I initialize my data, I bind functions to events in an unordered_map using TypeInfo(typeid(Event)) as the key that corresponds to a std::list of function pointers. When an event is dispatched, I iterate over the list calling the functions on that event. Those functions then static_cast the event pointer to the actual event type, so the event dispatcher needs to know very little. The actual functions that are being bound are functions for my component managers. For instance, SetPositionEvent would be handled by void PositionManager::HandleSetPositionEvent(Event* event) { SetPositionEvent* s_p_event = static_cast<SetPositionEvent*>(event); ... } The problem I'm running into is that to store a pointer to this function, it has to be static (or so everything leads me to believe.) In a perfect world, I want to store pointers member functions of a component manager that is defined in a script or whatever. It looks like I can store the instance of the component manager as well, but the typedef for this function is no longer simple and I can't find an example of how to do it. Is there a way to store a pointer to a member function of a class (along with a class instance, or, I guess a pointer to a class instance)? Is there an easier way to address this problem?

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  • Odd behavior when recursively building a return type for variadic functions

    - by Dennis Zickefoose
    This is probably going to be a really simple explanation, but I'm going to give as much backstory as possible in case I'm wrong. Advanced apologies for being so verbose. I'm using gcc4.5, and I realize the c++0x support is still somewhat experimental, but I'm going to act on the assumption that there's a non-bug related reason for the behavior I'm seeing. I'm experimenting with variadic function templates. The end goal was to build a cons-list out of std::pair. It wasn't meant to be a custom type, just a string of pair objects. The function that constructs the list would have to be in some way recursive, with the ultimate return value being dependent on the result of the recursive calls. As an added twist, successive parameters are added together before being inserted into the list. So if I pass [1, 2, 3, 4, 5, 6] the end result should be {1+2, {3+4, 5+6}}. My initial attempt was fairly naive. A function, Build, with two overloads. One took two identical parameters and simply returned their sum. The other took two parameters and a parameter pack. The return value was a pair consisting of the sum of the two set parameters, and the recursive call. In retrospect, this was obviously a flawed strategy, because the function isn't declared when I try to figure out its return type, so it has no choice but to resolve to the non-recursive version. That I understand. Where I got confused was the second iteration. I decided to make those functions static members of a template class. The function calls themselves are not parameterized, but instead the entire class is. My assumption was that when the recursive function attempts to generate its return type, it would instantiate a whole new version of the structure with its own static function, and everything would work itself out. The result was: "error: no matching function for call to BuildStruct<double, double, char, char>::Go(const char&, const char&)" The offending code: static auto Go(const Type& t0, const Type& t1, const Types&... rest) -> std::pair<Type, decltype(BuildStruct<Types...>::Go(rest...))> My confusion comes from the fact that the parameters to BuildStruct should always be the same types as the arguments sent to BuildStruct::Go, but in the error code Go is missing the initial two double parameters. What am I missing here? If my initial assumption about how the static functions would be chosen was incorrect, why is it trying to call the wrong function rather than just not finding a function at all? It seems to just be mixing types willy-nilly, and I just can't come up with an explanation as to why. If I add additional parameters to the initial call, it always burrows down to that last step before failing, so presumably the recursion itself is at least partially working. This is in direct contrast to the initial attempt, which always failed to find a function call right away. Ultimately, I've gotten past the problem, with a fairly elegant solution that hardly resembles either of the first two attempts. So I know how to do what I want to do. I'm looking for an explanation for the failure I saw. Full code to follow since I'm sure my verbal description was insufficient. First some boilerplate, if you feel compelled to execute the code and see it for yourself. Then the initial attempt, which failed reasonably, then the second attempt, which did not. #include <iostream> using std::cout; using std::endl; #include <utility> template<typename T1, typename T2> std::ostream& operator <<(std::ostream& str, const std::pair<T1, T2>& p) { return str << "[" << p.first << ", " << p.second << "]"; } //Insert code here int main() { Execute(5, 6, 4.3, 2.2, 'c', 'd'); Execute(5, 6, 4.3, 2.2); Execute(5, 6); return 0; } Non-struct solution: template<typename Type> Type BuildFunction(const Type& t0, const Type& t1) { return t0 + t1; } template<typename Type, typename... Rest> auto BuildFunction(const Type& t0, const Type& t1, const Rest&... rest) -> std::pair<Type, decltype(BuildFunction(rest...))> { return std::pair<Type, decltype(BuildFunction(rest...))> (t0 + t1, BuildFunction(rest...)); } template<typename... Types> void Execute(const Types&... t) { cout << BuildFunction(t...) << endl; } Resulting errors: test.cpp: In function 'void Execute(const Types& ...) [with Types = {int, int, double, double, char, char}]': test.cpp:33:35: instantiated from here test.cpp:28:3: error: no matching function for call to 'BuildFunction(const int&, const int&, const double&, const double&, const char&, const char&)' Struct solution: template<typename... Types> struct BuildStruct; template<typename Type> struct BuildStruct<Type, Type> { static Type Go(const Type& t0, const Type& t1) { return t0 + t1; } }; template<typename Type, typename... Types> struct BuildStruct<Type, Type, Types...> { static auto Go(const Type& t0, const Type& t1, const Types&... rest) -> std::pair<Type, decltype(BuildStruct<Types...>::Go(rest...))> { return std::pair<Type, decltype(BuildStruct<Types...>::Go(rest...))> (t0 + t1, BuildStruct<Types...>::Go(rest...)); } }; template<typename... Types> void Execute(const Types&... t) { cout << BuildStruct<Types...>::Go(t...) << endl; } Resulting errors: test.cpp: In instantiation of 'BuildStruct<int, int, double, double, char, char>': test.cpp:33:3: instantiated from 'void Execute(const Types& ...) [with Types = {int, int, double, double, char, char}]' test.cpp:38:41: instantiated from here test.cpp:24:15: error: no matching function for call to 'BuildStruct<double, double, char, char>::Go(const char&, const char&)' test.cpp:24:15: note: candidate is: static std::pair<Type, decltype (BuildStruct<Types ...>::Go(BuildStruct<Type, Type, Types ...>::Go::rest ...))> BuildStruct<Type, Type, Types ...>::Go(const Type&, const Type&, const Types& ...) [with Type = double, Types = {char, char}, decltype (BuildStruct<Types ...>::Go(BuildStruct<Type, Type, Types ...>::Go::rest ...)) = char] test.cpp: In function 'void Execute(const Types& ...) [with Types = {int, int, double, double, char, char}]': test.cpp:38:41: instantiated from here test.cpp:33:3: error: 'Go' is not a member of 'BuildStruct<int, int, double, double, char, char>'

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  • prolog program to find equality of two lists in any order

    - by Happy Mittal
    I wanted to write a prolog program to find equality of two lists, the order of elements doesn't matter. So I wrote following: del( _ , [ ] , [ ] ) . del( X , [ X|T ] , T ). del( X , [ H|T ] , [ H|T1 ] ) :- X \= H , del( X , T , T1 ). member( X, [ X | _ ] ) . member( X, [ _ | T ] ) :- member( X, T ). equal( [ ], [ ] ). equal( [X], [X] ). equal( [H1|T], L2 ) :- member( H1, L2 ), del( H1, L2, L3), equal(T , L3 ). But when I give input like equal([1,2,3],X)., it doesn't show all possible values of X. instead the program hangs in the middle. What could be the reason?

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  • files build execution order

    - by Mahesh
    Hi, I have a data structure which is as given below: class File { public string Value { get; set; } public File[] Dependencies { get; set; } public bool Change { get; private set; } public File(string value,File[] dependencies) { Value = value; Dependencies = dependencies; Change = false; } } Basically, this data structure follows a typical build execution of files. Each File has a value and a list of dependencies which is again of type File. Every file is exposed with a property called Change which tells whether the file is changed or not. I brainstormed to form a algorithm which goes through all these files and build in an order( i.e typical build process ) but haven't got a better algorithm. Can anyone throw some light on this? Thanks a lot. Mahesh

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  • Override default operations order in LINQ

    - by Erick
    For one of our applications we do use LINQ to update a few reccords of the database. For business reasons we do require that only one item of a list to be primary. When we designed we decided to fire all of queries at the database at once. The problems occurs when we add one row and update the primary element to be the second item. See, the default behavior for order of operations with LINQ is to Insert, Update, Delete. If I Insert a first element I get a check constraint error with SQL Server. The best in my opinion would be to override and make sure to Update before Insert, this way we make sure that check constraints are kept. Tho there is not a lot of documentation on the mather. Any idea ?

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  • How do you make javascript code execute *in order*

    - by Ed
    Okay, so I appreciate that Javascript is not C# or PHP, but I keep coming back to an issue in Javascript - not with JS itself but my use of it. I have a function: function updateStatuses(){ showLoader() //show the 'loader.gif' in the UI updateStatus('cron1'); //performs an ajax request to get the status of something updateStatus('cron2'); updateStatus('cron3'); updateStatus('cronEmail'); updateStatus('cronHourly'); updateStatus('cronDaily'); hideLoader(); //hide the 'loader.gif' in the UI } Thing is, owing to Javascript's burning desire to jump ahead in the code, the loader never appears because the 'hideLoader' function runs straight after. How can I fix this? Or in other words, how can I make a javascript function execute in the order I write it on the page...

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  • Linq to NHibernate, Order by Rand() ?

    - by Felipe
    Hi everybody, I'm using Linq To Nhibernate, and with a HQL statement I can do something like this: string hql = "from Entity e order by rand()"; Andi t will be ordered so random, and I'd link to know How can I do the same statement with Linq to Nhibernate ? I try this: var result = from e in Session.Linq<Entity> orderby new Random().Next(0,100) select e; but it throws a exception and doesn't work... is there any other way or solution? Thanks Cheers

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  • Rails: Design Pattern to Store Order of Relations

    - by ChrisInCambo
    Hi, I have four models: Customer, QueueRed, QueueBlue, QueueGreen. The Queue models have a one to many relationship with customers A customer must always be in a queue A customer can only be in one queue at a time A customer can change queues We must be able to find out the customers current position in their respective queue In an object model the queues would just have an array property containing customers, but ActiveRecord doesn't have arrays. In a DB I would probably create some extra tables just to handle the order of the stories in the queue. My question is what it the best way to model the relationship in ActiveRecord? Obviously there are many ways this could be done, but what is the best or the most in line with how ActiveRecord should be used? Cheers, Chris

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  • UDP + total order, non-reliable

    - by disown
    I'm trying to find a version of UDP which just alleviates the restriction of a maximum size of the message sent. I don't care about reliability or partial retransmission, if all chunks arrive I want the message to be assembled from the chunks in sending order and delivered to the listening app. If one or more chunks are missing I would just like to discard the message. The goal is to have a low-latency notification mechanism about real time data, but with the added support for bigger messages than what would fit in an IP datagram. I would like the protocol to be one way only, and not have long connection setup times. An optional feature to be able to respond to a received message wouldn't hurt (a concept of an unreliable connection), but is not necessary.

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  • Learning to Grow

    - by jack.flynn
    A Conversation with Ted Simpson of HEUG A great place to revisit Oracle OpenWorld year round is OracleWebVideo on YouTube. Oracle Magazine Senior Editor Jeff Erickson sat down with Ted Simpson at last year's Oracle OpenWorld to find out how the Higher Education Users Group (HEUG) is helping hundreds of member institutions and thousands of individuals across the globe meet the technological challenges in colleges and universities. Simpson joined HEUG back when it was a PeopleSoft special interest group. Now that higher education institutions have expanded into IT infrastructures the size of global corporations or small municipalities, his user group has also been challenged by growth.

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  • Copy Constructors and calling functions

    - by helixed
    Hello, I'm trying to call an accessor function in a copy constructor but it's not working. Here's an example of my problem: A.h class A { public: //Constructor A(int d); //Copy Constructor A(const A &rhs); //accessor for data int getData(); //mutator for data void setData(int d); private: int data; }; A.cpp #include "A.h" //Constructor A::A(int d) { this->setData(d); } //Copy Constructor A::A(const A &rhs) { this->setData(rhs.getData()); } //accessor for data int A::getData() { return data; } //mutator for data void A::setData(int d) { data = d; } When I try to compile this, I get the following error: error: passing 'const A' as 'this' argument of 'int A::getData()' discards qualifiers If I change rhs.getData() to rhs.data, then the constructor works fine. Am I not allowed to call functions in a copy constructor? Could somebody please tell me what I'm doing wrong? Thanks, helixed

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  • PHP functions wont work with String object, but works with it typed manually

    - by heldrida
    Hi, I'm trying to strip tags from a text output coming from an object. The problem is, that I can't. If I type it manually like "<p>http://www.mylink.com</p>", it works fine! When doing echo $item->text; it gives me the same string "<p>http://www.mylink.com</p>"; Doing var_dump or even gettype, gives me a string(). So, I'm sure its a string, but it's not acting like it, I tried several functions preg_replace, preg_match, strip_Tags, none worked. How can I solve this situation, how to debug it ? $search = array("<p>", "</p>"); $switch = array("foo", "baa"); //works just fine, when used $text = "<p>http://www.mylink.com</p>"; //it's a string for sure! var_dump($item->introtext); $text = $item->introtext; //doesn't work $text = str_replace($search, $switch, $text); $text = strip_tags($text, "<p>"); //doesn't work either. $matches = array(); $pattern = '/<p>(.*)<\/p>/'; preg_match($pattern, $text, $matches); //gives me the following output: <p>http://www.omeulink.com</p> echo $text;

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  • Qt and variadic functions

    - by Noah Roberts
    OK, before lecturing me on the use of C-style variadic functions in C++...everything else has turned out to require nothing short of rewriting the Qt MOC. What I'd like to know is whether or not you can have a "slot" in a Qt object that takes an arbitrary amount/type of arguments. The thing is that I really want to be able to generate Qt objects that have slots of an arbitrary signature. Since the MOC is incompatible with standard preprocessing and with templates, it's not possible to do so with either direct approach. I just came up with another idea: struct funky_base : QObject { Q_OBJECT funky_base(QObject * o = 0); public slots: virtual void the_slot(...) = 0; }; If this is possible then, because you can make a template that is a subclass of a QObject derived object so long as you don't declare new Qt stuff in it, I should be able to implement a derived templated type that takes the ... stuff and turns it into the appropriate, expected types. If it is, how would I connect to it? Would this work? connect(x, SIGNAL(someSignal(int)), y, SLOT(the_slot(...))); If nobody's tried anything this insane and doesn't know off hand, yes I'll eventually try it myself...but I am hoping someone already has existing knowledge I can tap before possibly wasting my time on it.

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  • Assistance with Lua functions

    - by Josh
    As noted before, I'm relatively new to lua, but again, I learn quick. The last time I got help here, it helped me immensely, and I was able to write a better script. Now I've come to another question that I think will make my life a bit easier. I have no clue what I'm doing with functions, but I'm hoping there is a way to do what I want to do here. Below, you'll see an example of code I have to do to strip down some unneeded elements. Yeah, I realize it's not efficient in the least, so if anyone else has a better idea of how to make it much more efficient, I'm all ears. What I would like to do is create a function with it so that I can strip down whatever variable with a simple call of it (like stripdown(winds)). I appreciate any help that is offered, and any lessons given. Thanks! winds = string.gsub(winds,"%b<>","") winds = string.gsub(winds,"%c"," ") winds = string.gsub(winds," "," ") winds = string.gsub(winds," "," ") winds = string.gsub(winds,"^%s*(.-)%s*$", "%1)") winds = string.gsub(winds,"&nbsp;","") winds = string.gsub(winds,"/ ", "(") Josh

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  • MySQL stuck on "using filesort" when doing an "order by"

    - by noko
    I can't seem to get my query to stop using filesort. This is my query: SELECT s.`pilot`, p.`name`, s.`sector`, s.`hull` FROM `pilots` p LEFT JOIN `ships` s ON ( (s.`game` = p.`game`) AND (s.`pilot` = p.`id`) ) WHERE p.`game` = 1 AND p.`id` <> 2 AND s.`sector` = 43 AND s.`hull` > 0 ORDER BY p.`last_move` DESC Table structures: CREATE TABLE IF NOT EXISTS `pilots` ( `id` mediumint(5) unsigned NOT NULL AUTO_INCREMENT, `game` tinyint(3) unsigned NOT NULL DEFAULT '0', `last_move` int(10) NOT NULL DEFAULT '0', UNIQUE KEY `id` (`id`), KEY `last_move` (`last_move`), KEY `game_id_lastmove` (`game`,`id`,`last_move`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1 AUTO_INCREMENT=8 ; CREATE TABLE IF NOT EXISTS `ships` ( `id` mediumint(5) unsigned NOT NULL AUTO_INCREMENT, `game` tinyint(3) unsigned NOT NULL DEFAULT '0', `pilot` mediumint(5) unsigned NOT NULL DEFAULT '0', `sector` smallint(5) unsigned NOT NULL DEFAULT '0', `hull` smallint(4) unsigned NOT NULL DEFAULT '50', UNIQUE KEY `id` (`id`), KEY `game` (`game`), KEY `pilot` (`pilot`), KEY `sector` (`sector`), KEY `hull` (`hull`), KEY `game_2` (`game`,`pilot`,`sector`,`hull`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1 AUTO_INCREMENT=8 ; The explain: id select_type table type possible_keys key key_len ref rows Extra 1 SIMPLE p ref id,game_id_lastmove game_id_lastmove 1 const 7 Using where; Using filesort 1 SIMPLE s ref game,pilot,sector... game_2 6 const,fightclub_alpha.p.id,const 1 Using where; Using index edit: I cut some of the unnecessary pieces out of my queries/table structure. Anybody have any ideas?

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  • Excel and SQL, order by help

    - by perlnoob
    Im stuck in Excel 2007, running a query, it worked until I wanted to add a 2nd row containing "field 2". Select "Site Updates"."Posted By", "Site Uploaded"."Site Upload Date" From site_info.dbo."Site Updates" Where ("Site Updates"."Posted By") AND "Site Uploaded"."Site Upload Date">={ts '2010-05-01 00:00:00'}), ("Site Location"='Chicago') Union all Select "Site Updates"."Posted By", "Site Uploaded"."Site Upload Date" From site_info.dbo."Site Updates" Where ("Site Updates"."Posted By") AND "Site Uploaded"."Site Upload Date">={ts '2010-05-01 00:00:00'}), ("Site Location"='Denver') Order By "Site Location" ASC; Basically I want 2 different cells for the locations, example name - Chicago - denver user1 - 100 - 20 user2 - 34 - 1002 Right now for some odd reason, its combining it like: name - chicago user1 - 120 user2 - 1036 Please note updating to 2010 beta is not a viable option for me at this point. Any and all input that will help me is greatly apprecaited. I have read over http://www.techonthenet.com/sql/order_by.php however its not gotten me very far in this question. If you have another SQL resource you recomend for people trying to get their feet wet, I'd greatly apprecaite it. If it helps all the info is on the same table.

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  • ORDER BY column_name help (via link in HTML table view) (PHP MySQL

    - by Derek
    My output for my table in HTML has several columns such as userid, name, age, dob. The table heading is simply the title of the column name, I want this to be a link, and when clicked, the selected column is sorted in order, ASC, and then DESC (on next click). I thought this was pretty straight forward but I'm having some difficulty. So far, I have produced this, and no output is taken, apart from the URL works by displaying 'users.php?orderby=userid' <?php if(isset($_GET['orderby'])){ $orderby = $_GET['orderby']; $query_sv = "SELECT * FROM users BY ".mysql_real_escape_string($orderby)." ASC"; } //default query else{ $query_sv = "SELECT * FROM users BY user_id DESC"; } ?> <tr> <th><a href="<?php echo $_SERVER['php_SELF']."?orderby=userid";?>">User ID</a></th> Hoefully if I get this working, I can sort the users by D.O.B. next also using the same principles. Does anyone have any ideas?

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