• Advertisement
Sign in to follow this  

Unity about SQL

This topic is 4715 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

While the thought of it bores the hell out of me I've been thinking of picking up SQL to increase the chances of me getting a real job. Im gonna take a couple class at my community colldge this summer for it but I'm probably gonna start on my own soon. The question are. What is the most commenly used build envoirnment? Should I bother using the MFC wrappers for it? Do Buisneses use them? thanks

Share this post


Link to post
Share on other sites
Advertisement
SQL and database connectivity has a lot of uses. I use it regularly in websites to create web systems, I also use it daily at work through SQL Server's connectivity tools to query, analyse and update data. There's also many other uses, including it's use in applications (which I'm assuming you're wanting to learn). Basically, you'll need to be more specific about your needs and interest areas before people can guide you to what you'll need.

One thing's for sure, you'll need to learn the basics of SQL. A decent, simple resource to learn the basic ANSI SQL is the W3Schools SQL page. From there, you'll need to know the specifics of your environment to continue (T-SQL? PL/SQL? MySQL? etc...).

Share this post


Link to post
Share on other sites
Don't write off SQL before you start :) Basic stuff is pretty easy to pick up (and could be deemed boring), but the language itself goes far beyond what even the best minds can grasp :) As it is based on set theory, there are elegant and efficient ways of expressing extremely complex operations... just wait and you'll see what I mean.

Anyways I'm not sure what you mean with the question about "build environment". SQL is a "query language", and while a query is eventually compiled by the DBMS (Database Management System), generally you don't have to do this yourself (unless you're talking about embedded SQL, in which case it will depend heavily on what language you are embedding into, and which DBMS you are using). For now, I'd recommend sticking with something like ODBC though, in which case data is sent back and forth via strings of the actual SQL statements.

Thus any ODBC tool will do just fine, although each DBMS probably has its own tools :)

Regarding wrappers, I've seen a lot of businesses use them, since they really clean up otherwise redundent code... although it really depends from one wrapper to the next. Borland's components are quite commonly used (if you're using one of their products), and I suspect the equivalent .NET stuff is now quite common. MFC stuff is not uncommon either, but I suspect that MFC will start to disappear with the advent of the .NET stuff. You're probably better off learning the latter unless you're looking at a specific job that requires otherwise.

That said, the difficult part will be to understand the database side of it fully (and well, so that you're not writing terribly inefficient queries, which is pretty easy to do!)... the application side is usually the simple part in database applications (in my experience).

Share this post


Link to post
Share on other sites
Thanks for the info guys. As far as understanding the database side of it goes. I've dona a small relational database in pure C. Unfortionaltly tho most people enployers really dont seen to care and want the SQL stuff.

Share this post


Link to post
Share on other sites
I've worked for companies from small startups to gigantic banks and SQL is everywhere. In big companies you will not be doing much SQL if you are not a DBA, they have entire departments dedicated to maintaining, backing up and programming the databases. If you need to run an SQL query you will have to write one (or request a task) and then have a DBA optimize it before you can use it (this is true for sites that get millions of hits an hours).

You will need to know SQL to run quesries to get data yourself and honestly SQL is everywhere in the workplace and you can't escape it.

The good news, for basic tasks, it is easy to learn and once you understand the syntax you wiull be able to do about 70% of what is required the other 30% is where you will need expert knowledge and may require stored procedures.

To start (just my example using MySQL, plenty of other DBs around):

1. Download at www.mysql.com
2. Download mySQL control center (same place)
3. Install it
4. Open control center and connect to your machine (localhost)
5. Open the Databases folder and connect to the 'mysql' dabatase (as an example)
6. Select mysql and click on the ! (exclamation point)
7. In the new window that just poped up type: SELECT * FROM mysql.user;
8. Press Control+E or the Exclamation point icon for execute

You have just preformed you first SQL query and got a full list of users on that database (which would be 2 or 3).

As a warning, don't use mysql database for you experiment, it's a system DB and should only be used for reading if you are not sure of what it does.

There is another DB installed called 'test', use that as much as you like, initially it is empty, so create a table, insert some data, run a SELECT, INSERT, UPDATE queries. And don't forget to read the reference guide.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By Manuel Berger
      Hello fellow devs!
      Once again I started working on an 2D adventure game and right now I'm doing the character-movement/animation. I'm not a big math guy and I was happy about my solution, but soon I realized that it's flawed.
      My player has 5 walking-animations, mirrored for the left side: up, upright, right, downright, down. With the atan2 function I get the angle between player and destination. To get an index from 0 to 4, I divide PI by 5 and see how many times it goes into the player-destination angle.

      In Pseudo-Code:
      angle = atan2(destination.x - player.x, destination.y - player.y) //swapped y and x to get mirrored angle around the y axis
      index = (int) (angle / (PI / 5));
      PlayAnimation(index); //0 = up, 1 = up_right, 2 = right, 3 = down_right, 4 = down

      Besides the fact that when angle is equal to PI it produces an index of 5, this works like a charm. Or at least I thought so at first. When I tested it, I realized that the up and down animation is playing more often than the others, which is pretty logical, since they have double the angle.

      What I'm trying to achieve is something like this, but with equal angles, so that up and down has the same range as all other directions.

      I can't get my head around it. Any suggestions? Is the whole approach doomed?

      Thank you in advance for any input!
       
    • By devbyskc
      Hi Everyone,
      Like most here, I'm a newbie but have been dabbling with game development for a few years. I am currently working full-time overseas and learning the craft in my spare time. It's been a long but highly rewarding adventure. Much of my time has been spent working through tutorials. In all of them, as well as my own attempts at development, I used the audio files supplied by the tutorial author, or obtained from one of the numerous sites online. I am working solo, and will be for a while, so I don't want to get too wrapped up with any one skill set. Regarding audio, the files I've found and used are good for what I was doing at the time. However I would now like to try my hand at customizing the audio more. My game engine of choice is Unity and it has an audio mixer built in that I have experimented with following their tutorials. I have obtained a great book called Game Audio Development with Unity 5.x that I am working through. Half way through the book it introduces using FMOD to supplement the Unity Audio Mixer. Later in the book, the author introduces Reaper (a very popular DAW) as an external program to compose and mix music to be integrated with Unity. I did some research on DAWs and quickly became overwhelmed. Much of what I found was geared toward professional sound engineers and sound designers. I am in no way trying or even thinking about getting to that level. All I want to be able to do is take a music file, and tweak it some to get the sound I want for my game. I've played with Audacity as well, but it didn't seem to fit the bill. So that is why I am looking at a better quality DAW. Since being solo, I am also under a budget contraint. So of all the DAW software out there, I am considering Reaper or Presonus Studio One due to their pricing. My question is, is investing the time to learn about using a DAW to tweak a sound file worth it? Are there any solo developers currently using a DAW as part of their overall workflow? If so, which one? I've also come across Fabric which is a Unity plug-in that enhances the built-in audio mixer. Would that be a better alternative?
      I know this is long, and maybe I haven't communicated well in trying to be brief. But any advice from the gurus/vets would be greatly appreciated. I've leaned so much and had a lot of fun in the process. BTW, I am also a senior citizen (I cut my programming teeth back using punch cards and Structured Basic when it first came out). If anyone needs more clarification of what I am trying to accomplish please let me know.  Thanks in advance for any assistance/advice.
    • By Yosef BenSadon
      Hi , I was considering this start up http://adshir.com/, for investment and i would like a little bit of feedback on what the developers community think about the technology.
      So far what they have is a demo that runs in real time on a Tablet at over 60FPS, it runs locally on the  integrated GPU of the i7 . They have a 20 000 triangles  dinosaur that looks impressive,  better than anything i saw on a mobile device, with reflections and shadows looking very close to what they would look in the real world. They achieved this thanks to a  new algorithm of a rendering technique called Path tracing/Ray tracing, that  is very demanding and so far it is done mostly for static images.
      From what i checked around there is no real option for real time ray tracing (60 FPS on consumer devices). There was imagination technologies that were supposed to release a chip that supports real time ray tracing, but i did not found they had a product in the market or even if the technology is finished as their last demo  i found was with a PC.  The other one is OTOY with their brigade engine that is still not released and if i understand well is more a cloud solution than in hardware solution .
      Would there  be a sizable  interest in the developers community in having such a product as a plug-in for existing game engines?  How important  is Ray tracing to the  future of high end real time graphics?
    • By bryandalo
      Good day,

      I just wanted to share our casual game that is available for android.

      Description: Fight your way from the ravenous plant monster for survival through flips. The rules are simple, drag and release your phone screen. Improve your skills and show it to your friends with the games quirky ranks. Select an array of characters using the orb you acquire throughout the game.

      Download: https://play.google.com/store/apps/details?id=com.HellmodeGames.FlipEscape&hl=en
       
      Trailer: 
       
    • By khawk
      Watch the latest from Unity.
       
  • Advertisement