please forward my following answer to node.js: Mongodb db.collection.find() not working while collection.insert works
you did use: collection.find({name:req.body.name}).limit(1).size()
1 you can also use cursor variable for limit. or different syntax from mongo shell.
2 or use the cursor var within your javascript file(see below):
------------------------------------------------
1
(mongo-shell)> db.collection.find({name:req.body.name},{$limit:1,$skip:10})
or:
db.collection.find({name:req.body.name},"$limit":1,"$skip":10})
or better use the cursor var within your js file:
var query = {name:req.body.name}
var cursor=db.collection.find(query);
cursor.sort({"name":1});`enter code here`
cursor.limit(10);
cursor.skip(100);
Related
Just for the knowledge I just want to see how WRITE triggers execute for the query below. Is it possible to see them?.
FOR EACH Customer EXCLUSIVE-LOCK WHERE NAME = "Go Fishing Ltd":
ASSIGN Customer.Balance = 600.
END.
Add:
-clientlog path/to/log.log -logginglevel 4 -logentrytypes 4GLTrace
to your startup command.
This will create a log of all of the calls that your code makes.
For more information: https://knowledgebase.progress.com/articles/Knowledge/P9893
You can also use the LOG-MANAGER system handle within your code to dynamically control the logging at runtime:
https://docs.progress.com/bundle/openedge-abl-troubleshoot-applications/page/LOG-MANAGER-system-handle-attributes-and-methods.html
but for simple purposes like this it is easier to just add the startup parameters.
Watch the log-manager show the write trigger being executed on the sports2020 database:
def var clog as char no-undo.
def var lclog as longchar no-undo.
assign
clog = guid + '.log'.
log-manager:logfile-name = clog
log-manager:log-entry-types = '4gltrace:5,4glmessages'
.
for each Customer exclusive-lock where name = 'Go Fishing Ltd':
Customer.Balance = Customer.Balance + 1. // write trigger only fires when record changes
end.
log-manager:close-log().
copy-lob from file clog to lclog.
message string( lclog ).
https://abldojo.services.progress.com/?shareId=62978a833fb02369b25479f0
Relevant snippet from the output:
4GLTRACE Return from Main Block "Customer Customer" [sports2020trgs/wrcust.p]
I'm currently trying to connect a Lua Script with a GS WebApp. The connection is working but due to my lack of knowledge in GScripting I'm not sure why it isn't saving my data correctly.
In the Lua side I'm just passing in a hard-code a random name and simple numerical userid.
local HttpService = game:GetService("HttpService")
local scriptID = scriptlink
local WebApp
local function updateSpreadSheet ()
local playerData = (scriptID .. "?userid=123&name:Jhon Smith")
WebApp = HttpService:GetAsync(playerData)
end
do
updateSpreadSheet()
end
On the Google Script side i'm only saving the data on the last row and then add the value of the userid and the name.
function doGet(e) {
console.log(e)
// console.log(f)
callName(e.parameter.userid,e.parameter.name);
}
function callName(userid,name) {
// Get the last Row and add the name provided
var sheet = SpreadsheetApp.getActiveSheet();
sheet.getRange(sheet.getLastRow() + 1,1).setValues([userid],[name]);
}
However, the only data the script is saving is the name, bypassing the the userid for reasons I have yet to discover.
setValues() requires a 2D array and range dimensions should correspond to that array. The script is only getting 1 x 1 range and setValues argument is not a 2D array. Fix the syntax or use appendRow
sheet.getRange(sheet.getLastRow() + 1,1,1,2).setValues([[userid,name]]);
//or
sheet.appendRow([userid,name])
References:
appendRow
I'm trying to use SQLitePCL package to develop a simple UWP app that executes database commands (create-select-update-delete). I created a database sql file that contains some sqlite commands and I'm trying to execute them in my code:
Uri appUri = new Uri("ms-appx:///Assets/db.sql");
StorageFile sFile = StorageFile.GetFileFromApplicationUriAsync(appUri).AsTask().ConfigureAwait(false).GetAwaiter().GetResult();
string sSQL = FileIO.ReadTextAsync(sFile).AsTask().ConfigureAwait(false).GetAwaiter().GetResult();
ISQLiteStatement cnStatement = dbConnection.Prepare(sSQL);
cnStatement.Step();
But when I run the program, it only executes the first statement in the sql file which is CREATE command and exit without executing the rest of the commands. Here is the sample content of the sql file:
CREATE TABLE Superhero (
Type TEXT PRIMARY KEY,
Picture TEXT
);
INSERT INTO Superhero (
Type,
Picture
)
VALUES (
'batman',
'batman.ico'
);
Anyone knows if there is a way in SQLitePCL to execute a sql file?
Any help would be very much appreciated!
Thanks!
According to the description of sqlite3_prepare interface:
These routines only compile the first statement in zSql, so *pzTail is left pointing to what remains uncompiled.
So that it seems like only the first statement in the commands is actually executed. The remainder is silently ignored. Since every command is ended up with symbol ";", for a quick and simple solution, you may just split the sql commands into single statements and then execute one by one. For example:
string sSQL = FileIO.ReadTextAsync(sFile).AsTask().ConfigureAwait(false).GetAwaiter().GetResult();
var dbConnection = new SQLiteConnection("sun.db", SQLiteOpen.READWRITE);
//using (ISQLiteStatement cnStatement = dbConnection.Prepare(sSQL))
//{
// var result = cnStatement.Step();
//}
var statements = sSQL.Split(new[] { ';' });
foreach (string onestate in statements)
{
using (ISQLiteStatement cnStatement = dbConnection.Prepare(onestate))
{
var result = cnStatement.Step();
}
}
Otherwise, you may need to update the SQLitePCL Nuget package.
I'm trying to open cmd.exe on a new process and pass some code to programatically eject a device; but when trying to do this all I get is:
"Error #2044: Unhandled IOErrorEvent:. text=Error #3218: Error while writing data to NativeProcess.standardInput."
Here's my code:
private var NP:NativeProcess = new NativeProcess();
private function EjectDevice():void
{
var RunDLL:File = new File("C:\\Windows\\System32\\cmd.exe");
var NPI:NativeProcessStartupInfo = new NativeProcessStartupInfo();
NPI.executable = RunDLL;
NP.start(NPI);
NP.addEventListener(Event.STANDARD_OUTPUT_CLOSE, CatchOutput, false, 0, true);
NP.standardInput.writeUTFBytes("start C:\\Windows\\System32\\rundll32.exe shell32.dll,Control_RunDLL hotplug.dll");
NP.closeInput();
}
I also tried with writeUTF instead of writeUTFBytes, but I still get the error. Does anyone have an idea of what I'm doing wrong?.
Thanks for your time :)
Edward.
Maybe cmd.exe doesn't handle standardInput like a normal process.
You could try passing what you want to execute as parameters to the cmd process, rather than writing to the standard input
I think
cmd.exe /C "start C:\Windows\System32\rundll32.exe shell32.dll,Control_RunDLL hotplug.dll"
is the format to pass something as a parameter to cmd to execute immediately.
This site has an example of passing process parameters using a string vector:
http://blogs.adobe.com/cantrell/archives/2009/11/demo_of_nativeprocess_apis.html
Try it without the last line "NP.closeInput();"
See also:
http://help.adobe.com/en_US/as3/dev/WSb2ba3b1aad8a27b060d22f991220f00ad8a-8000.html
I agree with abudaan, you shouldn't need to closeInput().
Also, suggest you add a line break at the end of the writeUTFBytes() call, e.g.:
NP.standardInput.writeUTFBytes("start C:\\Windows\\System32\\rundll32.exe shell32.dll,Control_RunDLL hotplug.dll **\n**");
Lastly, I recommend you listen to other events on the NativeProcess, I use a block of code something like this:
NP.addEventListener(ProgressEvent.STANDARD_OUTPUT_DATA, onStdOutData);
NP.addEventListener(ProgressEvent.STANDARD_ERROR_DATA, onStdErrData);
NP.addEventListener(Event.STANDARD_OUTPUT_CLOSE, onStdOutClose);
NP.addEventListener(ProgressEvent.STANDARD_INPUT_PROGRESS, onStdInputProgress);
NP.addEventListener(IOErrorEvent.STANDARD_ERROR_IO_ERROR, onIOError);
NP.addEventListener(IOErrorEvent.STANDARD_INPUT_IO_ERROR, onIOError);
NP.addEventListener(IOErrorEvent.STANDARD_OUTPUT_IO_ERROR, onIOError);
with the normal event handler functions that at least trace what they receive.
Best of luck - I've just spent a few hours refining NativeProcess with cmd.exe - its fiddly. But I got there in the end and you will too.
Upon compiling, I am getting the following error:
C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZInteraction.uc(41) : Error, Unrecognized member 'OpenMenu' in class 'GameUISceneClient'
Line 41 is the following:
GetSceneClient().OpenMenu("ZInterface.ZNLGWindow");
But when I search for OpenMenu, I find that it is indeed defined in GameUISceneClient.uc of the UDK:
Line 1507: exec function OpenMenu( string MenuPath, optional int PlayerIndex=INDEX_NONE )
It looks like I have everything correct. So what's wrong? Why can't it find the OpenMenu function?
From the wiki page on Legacy:Exec Function:
Exec Functions are functions that a player or user can execute by typing its name in the console. Basically, they provide a way to define new console commands in UnrealScript code.
Okay, so OpenMenu has been converted to a console command. Great. But still, how do I execute it in code? The page doesn't say!
More searching revealed this odd documentation page, which contains the answer:
Now then, there is also a function
within class Console called 'bool
ConsoleCommand(coerce string s)'. to
call your exec'd function,
'myFunction' from code, you type:
* bool isFunctionThere; //optional
isFunctionThere = ConsoleCommand("myFunction myArgument");
So, I replaced my line with the following:
GetSceneClient().ConsoleCommand("OpenMenu ZInterface.ZNLGWindow");
Now this causes another error which I covered in my other question+answer a few minutes ago. But that's it!
Not sure if this is your intent, but if you are trying to create a UIScene based on an Archetype that has been created in the UI Editor, you want to do something like this:
UIScene openedScene;
UIScene mySceneArchetype;
mySceneArchetype = UIScene'Package.Scene';
GameSceneClient = class'UIRoot'.static.GetSceneClient();
//Open the Scene
if( GameSceneClient != none && MySceneArchetype != none )
{
GameSceneClient.OpenScene(mySceneArchetype,LocalPlayer(PlayerOwner.Player), openedScene);
}