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Full Discussion: Dynamic Insert statement
Top Forums Programming Dynamic Insert statement Post 302330722 by pritish.sas on Thursday 2nd of July 2009 06:37:49 AM
Old 07-02-2009
Dynamic Insert statement

I have a form , where i will put the values to a table.

I wrote a insert statement for the same.
Table structure is
ename | character varying(30) |
eadd | character varying(30) |
eid | integer |
sal | integer



In the statements, i don't want to write all the column names and values. i mean
INSERT INTO emp (ename,eadd, eid,sal) VALUES (?,?,?,?);
i gave something in the last column i.e sal, then my sql statement should look like.

INSERT INTO emp (sal) values(that given in the form);

The Code should be dynamic. If we will fill 3 fields in the form then code should be
INSERT INTO tablename(col1,col2,col3) VALUES (val1,val2,val3);
 

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GLBINDFRAGDATALOCATI(3G)					    OpenGL 3.3						  GLBINDFRAGDATALOCATI(3G)

NAME
glBindFragDataLocation - bind a user-defined varying out variable to a fragment shader color number C SPECIFICATION
void glBindFragDataLocation(GLuint program, GLuint colorNumber, const char * name); PARAMETERS
program The name of the program containing varying out variable whose binding to modify colorNumber The color number to bind the user-defined varying out variable to name The name of the user-defined varying out variable whose binding to modify DESCRIPTION
glBindFragDataLocation explicitly specifies the binding of the user-defined varying out variable name to fragment shader color number colorNumber for program program. If name was bound previously, its assigned binding is replaced with colorNumber. name must be a null-terminated string. colorNumber must be less than GL_MAX_DRAW_BUFFERS. The bindings specified by glBindFragDataLocation have no effect until program is next linked. Bindings may be specified at any time after program has been created. Specifically, they may be specified before shader objects are attached to the program. Therefore, any name may be specified in name, including a name that is never used as a varying out variable in any fragment shader object. Names beginning with gl_ are reserved by the GL. In addition to the errors generated by glBindFragDataLocation, the program program will fail to link if: o The number of active outputs is greater than the value GL_MAX_DRAW_BUFFERS. o More than one varying out variable is bound to the same color number. NOTES
Varying out varyings may have indexed locations assigned explicitly in the shader text using a location layout qualifier. If a shader statically assigns a location to a varying out variable in the shader text, that location is used and any location assigned with glBindFragDataLocation is ignored. ERRORS
GL_INVALID_VALUE is generated if colorNumber is greater than or equal to GL_MAX_DRAW_BUFFERS. GL_INVALID_OPERATION is generated if name starts with the reserved gl_ prefix. GL_INVALID_OPERATION is generated if program is not the name of a program object. ASSOCIATED GETS
glGetFragDataLocation() with a valid program object and the the name of a user-defined varying out variable SEE ALSO
glCreateProgram(), glGetFragDataLocation() COPYRIGHT
Copyright (C) 2010 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. http://opencontent.org/openpub/. OpenGL 3.3 03/08/2011 GLBINDFRAGDATALOCATI(3G)
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