Search Results

Search found 18329 results on 734 pages for 'interpret order'.

Page 447/734 | < Previous Page | 443 444 445 446 447 448 449 450 451 452 453 454  | Next Page >

  • Using Entity Framework, how do I specify a sort on a navagation property?

    - by Jared
    I have two tables: [Category], [Item]. They are connected by a join table: [CategoryAndItem]. It has two primary key fields: [CategoryKey], [ItemKey]. Foreign keys exist appropriately and Entity has no problem pulling this in and creating the correct navigation properties that connect the entity objects. Basically each category can have multiple items, and items can be in multiple categories. The problem is that the order of items is specified per category, so that a particular item might be third in one category but fifth in another. In the past, I have added a [Sequence] field to the join table and modified the stored procedure to handle it. But since Entity is replacing my stored procedures, I need to figure out how to make Entity handle the sequence. Any suggestions?

    Read the article

  • Magento Flash + XML frontend

    - by Nick Dima
    Hi guys, I'm working on a Flash frontend for a Magento powered store. This frontend will be an alternative to the HTML shop so it will sit in a subdirectory and use the same Magento installation as the main HTML site. The Flash application will get the data from dynamic XML files. It needs to get almost everything as the HTML site (categories, products, cart, etc). I want this to be a Magento module that can be installed on an already existing Magento installation. I would like to use the Block classes available in Magneto's core code as they already provide a lot of the functionality needed. What steps would you take in order to achieve this? Do you know any examples or articles related to this? Thanks!

    Read the article

  • Application leaking Strings?

    - by Jörg B.
    My .net application does some heavy string loading/manipulation and unfortunately the memory consumption keeps rising and rising and when looking at it with a profiler I see alot of unreleased string instances. Now at one point of time or another I do need all objects t hat do have these string fields, but once done, I could get rid of e.g. the half of it and I Dispose() and set the instances to null, but the Garbage Collector does not to pick that up.. they remain in memory (even after half an hour after disposing etc). Now how do I get properly rid of unneeded strings/object instances in order to release them? They are nowhere referenced anymore (afaik) but e.g. aspose's memory profiler says their distance to the gc's root is '3'?

    Read the article

  • How to correctly load 32-bit DLL dependencies when running a program from a batch file

    - by neilwhitaker1
    I have written a tool that references Microsoft.TeamFoundation.VersionControl.Client.dll, which is a 32-bit DLL. When I build my tool on 64-bit Windows, I set Visual Studio to specifically target X86 in order to force it to a 32-bit build. Targetting X86 instead of All-CPU's prevents me from getting a BadImageFormatException, as long as I invoke the tool directly (e.g. by typing "myTool.exe" on the command line). However, if I run a batch file that invokes the tool, I still get the exception. This happens even if the batch file runs in a 32-bit command prompt (%WINDIR%\SysWOW64\cmd.exe). What else can I do to make this work?

    Read the article

  • Using Markov models to convert all caps to mixed case and related problems

    - by hippietrail
    I've been thinking about using Markov techniques to restore missing information to natural language text. Restore mixed case to text in all caps Restore accents / diacritics to languages which should have them but have been converted to plain ASCII Convert rough phonetic transcriptions back into native alphabets That seems to be in order of least difficult to most difficult. Basically the problem is resolving ambiguities based on context. I can use Wiktionary as a dictionary and Wikipedia as a corpus using n-grams and Markov chains to resolve the ambiguities. Am I on the right track? Are there already some services, libraries, or tools for this sort of thing? Examples GEORGE LOST HIS SIM CARD IN THE BUSH - George lost his SIM card in the bush tantot il rit a gorge deployee - tantôt il rit à gorge déployée

    Read the article

  • How to avoid timestamp issue in a long query?

    - by pingi
    Hi, I have the following 2 tables: items: id int primary key bla text events: id_items int num int when timestamp without time zone ble text composite primary key: id_items, num and want to select to each item the most recent event (the newest 'when'). I wrote an request, but I don't know if it could be written more efficiently. Also on PostgreSQL there is a issue with comparing Timestamp objects: 2010-05-08T10:00:00.123 == 2010-05-08T10:00:00.321 so I select with 'MAX(num)' Any thoughts how to make it better? Thanks. SELECT i.*, ea.* FROM items AS i JOIN ( SELECT t.s AS t_s, t.c AS t_c, max(e.num) AS o FROM events AS e JOIN ( SELECT DISTINCT id_item AS s, MAX(when) AS c FROM events GROUP BY s ORDER BY c ) AS t ON t.s = e.id_item AND e.when = t.c GROUP BY t.s, t.c ) AS tt ON tt.t_s = i.id JOIN events AS ea ON ea.id_item = tt.t_s AND ea.cas = tt.t_c AND ea.num = tt.o;

    Read the article

  • Wordpress: Sort posts by meta value after AFTER querying from database

    - by Joseph Carrington
    Hello, I am pulling posts from my database by using Wordpress' WP_Query object like so: $shows_query = new WP_Query("category_name=shows&meta_key=band&meta_value=$artist_id"); I have another meta value I would like to sort the posts by, however. The meta key is 'date'. The WP_Query object can no work with multiple meta_keys, so this does not work: $shows_query = new WP_Query("category_name=shows&meta_key=band&meta_value=$artist_id&meta_key=date&orderby=meta_value&order=DESC"); So now I have to figure out a way to sort the posts in $shows_query['posts'] by one of their meta_values, which are not even IN their array. Any other, more sensible approach would also be appreciated.

    Read the article

  • How would you start automating my job? - Part 2

    - by Jurily
    (Followup to this question) After surviving the first wave of incoming shipments (9 hours of copy/paste), I now believe I have all the requirements. Here is the updated workflow: Monkey collects email attachments (4 Excel spreadsheets, 1 PDF) Monkey creates central database, does complex calculations (right now this is also an Excel spreadsheet) Monkey sends data to two bosses, who set the retail prices independently; first one to reply wins Monkey sends order form to our other warehouses, also Excel Monkey sends spreadsheets to VIP customers, carefully sanitized and formatted (4 different discount categories) Jurily enters the data into the accounting system. I've given up on automating this part, there's too much business logic involved, and the database is a pile of sh^W legacy My question: What technologies would you use for a quick and dirty solution? I'm mostly sold on C#, but coming from a Linux/C++ background, I'm horribly confused about my choices in Microsoft-land. For bonus points: How would you redesign the whole system from the ground up? P.S. in case you were wondering, my job title is System Administrator.

    Read the article

  • Best practices for using Amazon SQS - Polling the queue

    - by alex
    I'm designing a service for sending out emails for our eCommerce site (order confirmations, alerts etc...) The plan is to have a "SendEmail" method, that generates a chunk of XML representing the email to be sent, and sticks it on an Amazon SQS queue. My web app(s) and other applications will use this to "send" emails. I then require a way of checking the queue, and physically sending out the email messages. (I know how I'm going to be dispatching emails) I'm curious as to what the best way to "poll" the queue would be? Should I create a windows service, and use something like Quartz.net to schedule it to check the queue every x number of minutes for example? Is there a better way of doing this?

    Read the article

  • Handle Transaction on differents EARs

    - by rfders
    Hello, what is the best practice to handle multiple EARs and the same transaction, as far as we know we need to apply XA concepts in order transaction works correctly. but apparently in currents project that we've been working on, this is not strictly necessary for creates and updates; however if we try to retrieve any collection from an entity we get an error that say there its not an active transaction or it was closed, but if we update Entity A in Ear A and update Entity B in Ear B it works perfectly when Entity A and Entity B has different datasources, at this point we are so confused about that, because we haven't configure any xa datasource yet. how is the best approach to work with this. transaction are handles by beans and not by the container and datasource are different between EAR A and EAR B

    Read the article

  • SQL Where clause in ORACLE

    - by ArneRie
    Hi, does someone has an idea, how to get END_DATE / START_DATE where TO_DATE('06/1/2010','MM/DD/YYYY') ? SELECT "PROJECT"."ID", "PROJECT"."CLIENT", "PROJECT"."NAME", "PROJECT"."STATE", "PROJECT"."EARLIEST_START", "PROJECT"."LATEST_END", "PROJECT"."EFFORT", "PROJECT"."LINK", "PROJECT"."STATUS", "PROJECT"."DESCRIPTION", (SELECT SUM((END_DATE - START_DATE + 1) * (WORKLOAD / 100)) FROM WORKITEM WHERE PROJECT = PROJECT.ID ) AS "P_A", (SELECT COUNT(*) FROM PUBLIC_HOLIDAY WHERE HOLIDAY_DATE BETWEEN TO_DATE('06/1/2010','MM/DD/YYYY') AND TO_DATE('06/2/2010','MM/DD/YYYY')) AS P_B, "PROJECT_STATE"."STATE", "PERSON"."DISPLAY_NAME" AS "RESPONSIBLE" FROM "PROJECT" INNER JOIN "PROJECT_STATE" ON PROJECT.STATE = PROJECT_STATE.ID INNER JOIN "PERSON" ON RESPONSIBLE = PERSON.ID WHERE (PROJECT.CLIENT = '1') AND (PROJECT.STATE = 1) ORDER BY "PROJECT"."NAME" ASC

    Read the article

  • concatenating strings from two different rows in a table

    - by Azeem
    Hello, We are attempting to rework the SQL in a product. The product stores XML in a table as follows: XML_STORAGE - UID IDENTITY - PARENT_ID INTEGER - SEQ INTEGER - XML VARCHAR(3800) The current way of doing this is as follows: Retrieve all ROWS for PARENT_ID = n. Then go over the fetched rows in the code and concatenate the XML strings into one large XML before parsing. The SEQ column is used to ORDER the result so the XML strings can be concatenated properly. Hopefully that is clear. What we are attempting to do is rework this so we can use a SQL variant to retrieve the whole string and just fetch one row back from DB2. Is there a DB2 function that will allow us to concatenate the string in all of these rows into one large string in the resultset. How would such a SQL look. Please let me know. Any help is much appreciated. Thanks! - Azeem

    Read the article

  • How do I create a downscaled copy of an FBO in OpenGL?

    - by Jasper Bekkers
    Hi, In order to speed up some post-processing shaders I'm using, I need to perform these operations on a framebuffer that is smaller in size than the actual window (about 1/4th or more). Most of the effects I want to optimize are simple blurring operations that could be replaced (for a large part) by smaller kernel and bilinear filtering. Thus, I need to create a copy of the current FBO into another one. However, I couldn't find anything, that works, on how to do this. I've tried using glBlitframebufferEXT and rendering a fullscreen quad into the other framebuffer, but both paths result in a black texture as output. How do I go about solving this problem?

    Read the article

  • C++ 'ClassName Not Declared' Error

    - by Arjun Nayini
    I have this cpp file. dsets.cpp: #ifndef DSETS_CPP #define DSET_CPP //Adds elements to the DisjointSet data structure. This function adds //x unconnected roots to the end of the array. void DisjointSets::addelements(int x){ } //Given an int this function finds the root associated with that node. int DisjointSets::find(int x){ return 0; } //This function reorders the uptree in order to represent the union of two //subtrees void DisjointSets::setunion(int x, int y){ } #endif and this header file dsets.h: #ifndef DSETS_H #define DSET_H #include <iostream> #include <vector> using namespace std; class DisjointSets { public: void addelements(int x); int find(int x); void setunion(int x, int y); private: vector<int> x; }; #include "dsets.cpp" #endif And I keep getting an error that is saying that "DisjointSets has no been declared" ~ ~

    Read the article

  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

    Read the article

  • A quick over view of facebook's db?

    - by Matt
    Hey guys I find it hard to believe that Facebook uses simple sql, surely it would use some other method but lets assume for now it does use sql how would the code assimilating the 'wall' work? Lets say that there is three tables (just for the example) Friends: id (entry key) - uid(your id) - fid (your mates' id) Wall:id (entry key) - username - comment - time - commentcount comments: id (entry key) - wid (wall id (original comment)) - reply - time Lets forget about the like part and report etc, as well as mod things (ip, ban etc.) How would this work? Select wall.id, wall.username, wall.comment, wall.time, wall.commentcount, comments.wid, comments.reply, comments.time FROM wall inner join comments ON wall.id=comments.wid ORDER BY wall.time; That's your own wall but how do they get friend's? A heap of unions?

    Read the article

  • How do I display non-normalized data in a hierarchical structure?

    - by rofly
    My issue is that I want to display data in a hierarchal structure as so: Democrat County Clerk Candidate 1 Candidate 2 Magistrate Candidate 1 Candidate 2 Candidate 3 But I'm retrieving the dataset like this: Party | Office | Candidate Democrat | County Clerk | Candidate 1 Democrat | County Clerk | Candidate 2 Democrat | Magistrate | Candidate 1 Democrat | Magistrate | Candidate 2 Democrat | Magistrate | Candidate 3 I planned on using nested repeaters, but I need a distinct value of Party, and then distinct values of office name within that party in order to do it. Are there any .NET functions to easily do what I'm attempting to? Would there be a better way of displaying the information other than repeaters? Thanks in advance!

    Read the article

  • Advice on e-commerce logging strategy

    - by yalestar
    I recently inherited an e-commerce app (Java/Struts) that I'm porting to Rails. The thing is, we frequently have to do forensics on orders by poring through the log files, and with the old app's logs (log4j wall of text) it's pretty hard to make sense of the individual orders when several people are placing orders simultaneously. So I'm soliciting advice on a good strategy for logging of these orders, like maybe logging each individual order to its own MongoDB collection based on unique cart ID? Or maybe group them by IP address? Something different entirely? Essentially, what is the best approach for logging of an online store so that it's easy to backtrace each user's interaction with the site?

    Read the article

  • Do you use enums in your data applications and how?

    - by Ivan
    My practice shows that a general enterprise application has a lot of entities which's nature corresponds to an elementary enumeration. For example We may have an Order entity which may have such fields as "OrderType", "OrderStatus", "Currency", etc. referencing corresponding Entities which are nothing more than just a textual name bound to a key to be referenced. Using enums would look very natural here. But entities have to be defined in application code at design-time, am I right? While in we need to be able to CRUD enum value variants at runtime and use enums in server-side SQL queries (like stored procedures and views). What are you practices and thoughts on this subject? I am particularly interested in C#4, linq and T-SQL.

    Read the article

  • Create fulltext index on a VIEW

    - by kylex
    Is it possible to create a full text index on a VIEW? If so, given two columns column1 and column2 on a VIEW, what is the SQL to get this done? The reason I'd like to do this is I have two very large tables, where I need to do a FULLTEXT search of a single column on each table and combine the results. The results need to be ordered as a single unit. Suggestions? EDIT: This was my attempt at creating a UNION and ordering by each statements scoring. (SELECT a_name AS name, MATCH(a_name) AGAINST('$keyword') as ascore FROM a WHERE MATCH a_name AGAINST('$keyword')) UNION (SELECT s_name AS name,MATCH(s_name) AGAINST('$keyword') as sscore FROM s WHERE MATCH s_name AGAINST('$keyword')) ORDER BY (ascore + sscore) ASC sscore was not recognized.

    Read the article

  • Puzzled with nib files...

    - by Michael
    I know nib files are serialized objects and they have owner, outlets to make connections. Using XCode Navigation window template I created application, which in its order created 2 nib files - MainWindow and SecondView. I can't understand how MainWindow is referring to SecondView, there is no connection between those two as far as I can see. SecondView's owner is UIViewController and in MainWindow there is a navigation tab which is also UIViewController. But how they are connected in IB I can't understand... Also I don't understand who is instanciating MainWindow's owner object and where that object is being kept, where is the variable which is UIApplication myApp = [[UIApplication alloc] init]. If I create 10 nib files with UIViewController owner, who will trigger their deserialization? If some class is nib file's owner, what is the essential responsibilities of that class? Is it deserializing nib file into memory? Sorry for unorganized questions, I've been reading numerous articles and docs about nib files, but it is still confusing.

    Read the article

  • MySQL Rank Not Matching High Score in Table

    - by boddie
    While making a game the MySQL call to get the top 10 is as follows: SELECT username, score FROM userinfo ORDER BY score DESC LIMIT 10 This seems to work decently enough, but when paired with a call to get a individual player's rank the numbers may be different if the player has a tied score with other players. The call to get the players rank is as follows: SELECT (SELECT COUNT(*) FROM userinfo ui WHERE (ui.score, ui.username) >= (uo.score, uo.username)) AS rank FROM userinfo uo WHERE username='boddie'; Example results from first call: +------------+-------+ | username | score | +------------+-------+ | admin | 4878 | | test3 | 3456 | | char | 785 | | test2 | 456 | | test1 | 253 | | test4 | 78 | | test7 | 0 | | boddie | 0 | | Lz | 0 | | char1 | 0 | +------------+-------+ Example results from second call +------+ | rank | +------+ | 10 | +------+ As can be seen, the first call ranks the player at number 8 on the list, but the second call puts him at number 10. What changes or what can I do to make these calls give matching results? Thank you in advance for any help!

    Read the article

  • Build custom error messages in model files (example: using the 'pluralize' method)

    - by user502052
    I am using Ruby on Rails 3.0.7 and I would like to use the pluralize method in a my model file in order to properly build custom error messages. For example, I would like to do something like the following: NAME_MIN_LENGHT = 2 # Is 2 but I plan to change that (maybe dynamically... if it is possible) in future development validates :name, :length => { :minimum => NAME_MIN_LENGHT, :too_short => "is too short (minimum is #{pluralize(NAME_MIN_LENGHT, "character")})", }, How can I do that? Is it advisable? Why?

    Read the article

  • Statement hierarchy in programming languages

    - by sudo
    I quickly wrote an interpreter for some sort of experimental programing language i came up with, in PHP (yes, in PHP). The language itself doesn't have anything really special, I just wanted to give it a try. I got the basic things working (Hello World, input to output, string manipulation, arithmetics) but I'm getting stuck with the management of blocks and grouped statements. What I mean is: PHP and most other languages let you do this: ((2+2)*(8+2)+2), of course not only with mathematical computations. My program structure currently consists of a multidimensional array built like this: ID => Type (Identifier, String, Int, Newline, EOF, Comma, ...) Contents (If identifier, int or string) How could I allow statements to be executed in a defined order like in the PHP example above?

    Read the article

  • IIS reveals internal IP address in content-location field - fix

    - by saille
    Referring: http://support.microsoft.com/kb/q218180/, there is a known issue in IIS4/5/6 whereby it will reveal the internal IP of a web server in the content-location field of the HTTP header. We have IIS 6. I have tried the fix suggested, but it has not worked. The website is configured to send all requests to ASP.NET, and I am wondering if this is why the fix, which addresses IIS configuration, has not worked for us. If this is the case, how would we fix this in ASP.NET? We need to fix this issue in order to pass a security audit.

    Read the article

< Previous Page | 443 444 445 446 447 448 449 450 451 452 453 454  | Next Page >