Can't see the error...very basic, must be blind :(

Here's the code.
CREATE OR REPLACE PROCEDURE shop_sales_sum_sp
IS
CURSOR cur_idsales
IS
  SELECT b.idshopper id,
         (bi.price*bi.quantity) total
  FROM bb_basket b, bb_basketitem bi
  USING (idbasket)
  WHERE b.orderplaced=1
  GROUP BY b.idshopper;
BEGIN
FOR rec_idsales IN cur_idsales LOOP
  INSERT INTO bb_shop_sales (idshopper, total)
  VALUES (rec_idsales.id, rec_idsales.total);
END LOOP;
END;
LINE/COL ERROR
5/3      PL/SQL: SQL Statement ignored
8/3      PL/SQL: ORA-00933: SQL command not properly endedIt's saying I'm not ending line 8 properly, but line 8 is my USING statement???

This is one I did earlier that works beautiflly...what's the difference?
CREATE OR REPLACE PROCEDURE prod_sales_sum_sp
IS
CURSOR cur_sales
IS
  SELECT bi.idproduct id,
    TO_CHAR(b.dtordered,'MON') mth,
    TO_CHAR(b.dtordered, 'YYYY') yr,
    SUM(bi.quantity) quantity,
    SUM(bi.quantity*bi.price) totalsum
     FROM bb_basket b INNER JOIN bb_basketitem bi
     USING (idbasket)
     WHERE b.orderplaced = 1
     GROUP BY bi.idproduct,TO_CHAR(b.dtordered,'MON'),TO_CHAR(b.dtordered, 'YYYY');
BEGIN
FOR rec_sales IN cur_sales LOOP
  INSERT INTO bb_prod_sales (idproduct, month, year, qty, total)
  VALUES (rec_sales.id, rec_sales.mth, rec_sales.yr, rec_sales.quantity, rec_sales.totalsum);
END LOOP;
END;
/

Similar Messages

  • Where can I see the error msg in the below code.

    Hi Gurus,
    Please have a look at the code.
           if abc is initial.
              return-message = cl_bsp_runtime=>get_otr_text( 'ZXYZ/ERR_EMPID' ).
              append test to test_tab.
            endif.
    In the above code, Emp id input field is being checked as its mandatory. I would like to know where can I see the error message per the above code. what is get_otr_test??

    go to SE63 and see it from there..
    SE63-> Translation->OTR Objects->Short Text
    in field <b>Package</b> key in 'ZXYZ'
    and in field <b>Text from OTR</b> key in 'ERR_EMPID'
    and go forward.
    I hope this helps.
    For more info see the link below
    http://help.sap.com/saphelp_nw2004s/helpdata/en/2a/6ad43aa654be55e10000000a11402f/content.htm
    http://help.sap.com/saphelp_nw04/helpdata/en/93/bccd3a00746f4ae10000000a11402f/frameset.htm
    <i>If useful answer..reward points and close the thread.</i>
    A.<b></b>

  • How can i see the error message?

    hi, i have written a procedure in the database 10g, with my own error, and it works. but, when my exception occurs, i want to see my ora-20000-message in the footer of the isql-screen in the same way like normal ora-errors do it. because, now the code handles the exeption, but i can not se any message.
    thx.
    (zahl1 in number, zahl2 in number)
    as
    maxvertrag number;
    ergebnis number;
    myerror exception;
    pragma exception_init(myerror, -20000);
    begin
    select max(vertragsnr) into maxvertrag from robertl.tblugovor;
    ergebnis := zahl1+zahl2+maxvertrag;
    if ergebnis>104
    then
    RAISE_APPLICATION_ERROR (-20000, 'Result is > 104!');
    end if;
    exception when myerror then
    ergebnis:=0;
    end;

    This is answered in how can i se the error message?.
    As a side note, you generally don't need to cross-post in these two fora, as many of us frequent both.
    Cheers, APC

  • I can't see the error here

    I'm getting the error 'Column not allowed here'.
    Here's the code and description of resulting table:
    CREATE OR REPLACE PROCEDURE prod_sales_sum_sp
    IS
    CURSOR cur_sales
    IS
      SELECT bi.idproduct id,
        TO_CHAR(b.dtordered,'MON') mth,
        TO_CHAR(b.dtordered, 'YYYY') yr,
        SUM(bi.quantity) quantity,
        SUM(bi.quantity*bi.price) totalsum
         FROM bb_basket b INNER JOIN bb_basketitem bi
         USING (idbasket)
         WHERE b.orderplaced = 1
         GROUP BY bi.idproduct,TO_CHAR(b.dtordered,'MON'),TO_CHAR(b.dtordered, 'YYYY');
    BEGIN
    FOR rec_sales IN cur_sales LOOP
      INSERT INTO bb_prod_sales (idproduct, month, year, qty, total)
      VALUES (id, mth, yr, quantity, totalsum);
    END LOOP;
    END;
    SQL> desc bb_prod_sales
    Name                                                  Null?    Type
    IDPRODUCT                                                      NUMBER(2)
    MONTH                                                          CHAR(3)
    YEAR                                                           CHAR(4)
    QTY                                                            NUMBER(5)
    TOTAL                                                          NUMBER(6,2)
    SQL> select * from bb_prod_sales;
    no rows selectedBasically, we see that the table has five columns: idproduct, month, year, qty, and total. It also has no values at this point in time.
    I'm trying to create this procedure to update the table by inserting values into the table.
    With the error being provided, isn't that basically saying I'm using a column name while I'm trying to insert my values? I've set alias names so there are no conflicts, and it's still giving me the error.
    Can you guys see anythign?

    Hi,
    The way to reference columns in a record is record_name.column_name, so you should say:
    VALUES (rec_sales.id, rec_sales.mth, rec_sales.yr, rec_sales.quantity, rec_sales.totalsum);

  • Can you see the error ?

    Here is the code (a few lines removed) :
    public class Alone{
        static final int PACKET_SIZE = 8192;
        public static int nbPackets = 0;
        Vector[] queue;
        Thread[] thread;
        boolean run;
        int id;
        public Alone(int port) throws Exception{
         queue = new Vector[NB_OF_QUEUES];
         for(int i=0;i<NB_OF_QUEUES;i++){
             queue[i] = new Vector();
         thread = new Thread[NB_OF_THREADS];
         thread[T_RECEIVE] = new Receive(this);
        public DatagramPacket getPacket(int q){
         DatagramPacket dp;
         if(q==FREE && queue[FREE].isEmpty()){
             nbPackets++;
             dp = new DatagramPacket(new byte[PACKET_SIZE],PACKET_SIZE);
         }else{
             synchronized(queue[q]){
              dp = (DatagramPacket)queue[q].firstElement();
              queue[q].remove(0);
         return dp;
        }I'm calling the "getPacket" method from a thread which receives DatagramPacket through a DatagramSocket this way :
    public class Receive extends Thread {
        private Alone alone;
        public Receive(Alone c){
         alone = c;
         setName("Receive");
        public void run(){
         DatagramPacket dp = alone.getPacket(Alone.FREE);
         try{
             while(alone.getRun()){
              System.out.println(getName() +":sleeping");
              alone.socket.receive(dp);
              System.out.println(getName() +":wake up");
              System.out.println(getName() +" >>> packet received");
              alone.addPacket(Alone.RECEIVED, dp, Alone.T_REDIRECT);
         }catch(Exception e){
             System.out.println(e);
    }But when it gets to the "alone.socket.receive(dp);" it raises a "java.lang.NullPointerException". So i guess theres is a problem in the passing of the DatagramPacket's reference, but I just can't point out where the error is. Anyone see the problem ?

    Okay thanks for the advice ! i'll follow it from now on.
    //in class Receive
        public void run(){
         DatagramPacket dp = alone.getPacket(Alone.FREE);
         while(alone.getRun()){
             System.out.println(getName() +":sleeping");
             try{
              alone.socket.receive(dp);
             }catch(IOException e){e.printStackTrace();}
             System.out.println(getName() +":wake up");
             System.out.println(getName() +" >>> packet received");
             alone.addPacket(Alone.RECEIVED, dp, Alone.T_REDIRECT);
    //in class Alone
        public DatagramPacket getPacket(int q){
         DatagramPacket dp;
         if(q==FREE && queue[FREE].isEmpty()){
             System.out.println("instanciating a new DatagramPacket");
             nbPackets++;
             dp = new DatagramPacket(new byte[PACKET_SIZE],PACKET_SIZE);
         }else{
             synchronized(queue[q]){
              dp = (DatagramPacket)queue[q].firstElement();
              queue[q].remove(0);
         return dp;
        }running this will prompt
    instanciating a new DatagramPacket
    Receive:sleeping
    java.lang.NullPointerException
            at alone.Receive.run(Receive.java:19)

  • Could someone look at my code, I can't see the error myself

    Hi,
    I have been working on a small game, and have been able to make most of it run.
    However, every now and again when i try to start it, it loads the frame and graphics, but don't start the game loop.
    I think i have been starring at it too long, because i can't see WHY?
    Here is the code, i assume its something connected to the boolean "waitingForKeyPress"
    Sorry about the commentss being in danish, but its a quite simple program, so im sure it makes sense.
    public class EagleFlight extends Canvas {
         private static final long serialVersionUID = 1L;
         //Strategybuffer til page flipping, samt grafiske variable.
         private BufferStrategy strategy = null;
         //private BufferedImage backbuffer = null;     
         private ImageEntity background = null;     
         //private Graphics2D g;     
         //private BufferedImage expl;
         private BufferedImage[] explosion2;     
         private boolean gameRunning = true;
         //Lister over entiteter i spillet.
         private ArrayList<Entity> entities = new ArrayList<Entity>();
         private ArrayList<ShipEntity> shipAnimation = new ArrayList<ShipEntity>();
         //Lister over entiteter der evt skal fjernes i gameLoop.
         private ArrayList<Entity> removeList = new ArrayList<Entity>();
         private ArrayList<Entity> removeAsteroid = new ArrayList<Entity>();
         //Variable til spillerens skib.
         private ShipEntity ship, shipL, shipR, eagleM;
         private double moveSpeed = 300;
         private long lastFire = 0;
         private long firingInterval = 500;
         private String message = "";
         //Booleans til keyInput og spilkontrol.
         private boolean waitingForKeyPress = true;
         private boolean leftPressed = false;
         private boolean rightPressed = false;
         private boolean firePressed = false;
         private boolean isThrusting = false;
         private Boolean shipHit = false;
         private Boolean animation = false;
         //Klasser der bruges i spillet.
         private FXSound fxSound = null;
         private Music music;     
         int score =0;
         private int astroidCount = 0;
         //Variable til ekspoltionsanimation.
         private int v = 0, x = 0, y = 0, eksp = 0;
         //Opretter JFrame og tilf&#65533;jer JPanel.
         public EagleFlight(){
              JFrame container = new JFrame("Eagle Flight 1999");                    
              JPanel panel = (JPanel) container.getContentPane();
              panel.setPreferredSize(new Dimension(800,600));
              panel.setLayout(null);
              //Tilf&#65533;jer EagleFlight canvas til JPanel
              setBounds(0,0,800,600);
              panel.add(this);
              //S&#65533;ttes til true, s&#65533; for&#65533;get graphics har ansvaret.
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              //Pakker og synligg&#65533;r vinduet.
              container.pack();
              container.setResizable(false);
              container.setVisible(true);
              // Tilf&#65533;jer windows close funktion
              container.addWindowListener(new WindowAdapter() {
                   public void windowClosing(WindowEvent e) {
                        System.exit(0);
              // Tilf&#65533;jer keyListener og inputhandler.
              addKeyListener(new KeyInputHandler());
              //S&#65533;tter fokus til dette vindue-
              requestFocus();
              // Laver buffering strategy til accelerated graphics
              createBufferStrategy(2);
              strategy = getBufferStrategy();
              // Tilf&#65533;jer midlertidigt Entities, s&#65533; startsk&#65533;rmen ikke er tom.
              initEntities();
         }//End of EagleFlight().
         //Nulstiller variable og lister.
         private void startGame() {
              entities.clear();
              initEntities();          
              shipHit = false;          
              leftPressed = false;
              rightPressed = false;
              firePressed = false;
              gameRunning = true;
              music = new Music();
              music.start();
              waitingForKeyPress = false;
         }//end of startgame().
         private void initEntities() {
              //Laver 3 skibe til thrusteranimationen.
              ship = new sprite.ShipEntity(this,"eagle.png",370,430);
              shipL = new sprite.ShipEntity(this,"eagle1.png",370,430);
              shipR = new sprite.ShipEntity(this,"eagle2.png",370,430);
              shipAnimation.add(ship);
              shipAnimation.add(shipL);
              shipAnimation.add(shipR);
              //Opretter baggrundsbillede.
              new BufferedImage(800,600,BufferedImage.TYPE_INT_RGB);
              background = new ImageEntity("stars.png",0,0);
              //Klarg&#65533;r special effect lyd.
              fxSound = new FXSound();
              //Opretter eksplotionsanimation
              explosion2 = new ExplotionImages().explosion();
              //Laver en pokkers bunke asteroider og placerer dem "over" JPanel, s&#65533; de falder naturligt.
              for (int row=0;row<6;row++) {
                   for (int x=0;x<10;x++) {
                        Entity astroid = new sprite.Astroid(this,"asteroid1.png",20+(x*120),(-2800)+row*400);
                        entities.add(astroid);                                   
                        astroidCount++;
              for (int row=0;row<6;row++) {
                   for (int x=0;x<10;x++) {
                        Entity astroid = new sprite.Astroid(this,"asteroid4.png",20+(x*120),(-3800)+row*400);
                        entities.add(astroid);                                   
                        astroidCount++;
              for (int row=0;row<6;row++) {
                   for (int x=0;x<10;x++) {
                        Entity astroid = new sprite.Astroid(this,"asteroid2.png",20+(x*120),(-4800)+row*400);
                        entities.add(astroid);                                   
                        astroidCount++;
              for (int row=0;row<6;row++) {
                   for (int x=0;x<10;x++) {
                        Entity astroid = new sprite.Astroid(this,"asteroid3.png",20+(x*120),(-5800)+row*400);
                        entities.add(astroid);                                   
                        astroidCount++;
         }//end of initEntities()
         //Fjerner de entities der ikke bruges mere.
         //@param entiteten der skal fjernes.
         public void removeEntity(Entity entity)
              removeList.add(entity);               
         }//end of removeEntity().
         //Tilf&#65533;jer ramte asteroider til remove listen.
         //@param entiteten der skal tilf&#65533;jes.
         public void removeAsteroid(Entity doomed){
              removeAsteroid.add(doomed);
         }//End of removeAsteroid().
         //Udf&#65533;res n&#65533;r spilleren d&#65533;r.
         public void notifyDeath() {
              message = "All your base are belong to us!";
              shipHit = true;
              removeAsteroid.add(eagleM);
              shipAnimation.clear();          
         }//End of notifyDeath().
         //Fors&#65533;ger at affyre v&#65533;ben, hvis reload er ok og skibet ikke er ramt.
         public void tryToFire() {
              // check that we have waiting long enough to fire
              if (System.currentTimeMillis() - lastFire < firingInterval) {
                   return;
              if (!shipHit){
                   lastFire = System.currentTimeMillis();
                   ShotEntity shot = new sprite.ShotEntity(this,"shot.gif",ship.getX()+23,ship.getY()-15);
                   entities.add(shot);
                   fxSound.fxSound1();
         }//End of tryToFire().
         //Metode til at vinde spillet.
         public void notifyAlienKilled() {
              astroidCount--;
              score++;
              fxSound.fxSound3();
              if (astroidCount == 0) {
         }//End of notifyAlienKilled()
         public void gameLoop() {
              long lastLoopTime = System.currentTimeMillis();
              long timeInGame = 0;
              // I dette loop udf&#65533;res spillets grafik og logik.
              while (gameRunning) {
                   // Beregner tid for hvor meget de enkelte grafiske enheder skal flyttes
                   long delta = System.currentTimeMillis() - lastLoopTime;
                   lastLoopTime = System.currentTimeMillis();
                   timeInGame = (timeInGame + System.currentTimeMillis()/100000);
                   // Skaffer den grafiske acceleration.
                   // Tegner baggrunden.
                   Graphics2D g = (Graphics2D) strategy.getDrawGraphics();
                   background.draw(g);
                   //Cykler rundt mellem asteroider og flytter dem.
                   if (!waitingForKeyPress) {
                        for (int i=0;i<entities.size();i++) {
                             Entity entity = (Entity) entities.get(i);
                             entity.move(delta);
                        //Bev&#65533;ger de 3 skibe i sync.
                        for (int e=0;e<shipAnimation.size();e++) {
                             ShipEntity fakeeaglemove = (ShipEntity) shipAnimation.get(e);
                             fakeeaglemove.move(delta);
                   // Cykler rundt mellem entities og tegner dem.          
                   for (int i=0;i<entities.size();i++) {
                        Entity entity = (Entity) entities.get(i);
                        entity.draw(g);
                   //Tegner det skib der er i brug.
                   for (int e=0;e<shipAnimation.size();e++)
                        eagleM = (ShipEntity) shipAnimation.get(e);
                        if (leftPressed)
                        {eagleM = shipL;
                        if (rightPressed)
                        {eagleM = shipR;
                        else if ((!leftPressed) && (!rightPressed))
                        {eagleM = ship;
                        eagleM.draw(g);
                   //Brute force detection p&#65533; skibet og asteroider.               
                   try {
                        for (int c = 0; c < entities.size(); c++) {
                             for (int m = 0; m < shipAnimation.size(); m++) {
                                  Entity me = (Entity) shipAnimation.get(m);
                                  Entity him = (Entity) entities.get(c);
                                  if (me.collidesWith(him)) {
                                       //removeAlien.add(him);
                                       me.collidedWith(him);
                                       him.collidedWith(me);
                   } catch (Exception e) {
                   //Brute force detection p&#65533; skud og asteroider.
                   try {
                        for (int p = 0; p < entities.size(); p++) {
                             for (int s = p + 1; s < entities.size(); s++) {
                                  Entity me = (Entity) entities.get(p);
                                  Entity him = (Entity) entities.get(s);
                                  if (me.collidesWith(him)) {
                                       me.collidedWith(him);
                                       him.collidedWith(me);
                   } catch (Exception e) {
                   //Explotion animation.
                   for (int i=0;i<removeAsteroid.size();i++) {
                        Entity entity = (Entity) removeAsteroid.get(i);
                        explosion(entity);                                   
                   if (animation){
                        int sequence[] = { 0,1,2,3,4,5,5,4,3,2,1,0};                    
                        eksp = sequence[v];
                        g.drawImage(explosion2[eksp], x-100,y-100, null);
                   //Afslutter spillet hvis spillerens skib er ramt.
                   if (eksp == 0 || v == 12){     
                        if (shipHit){
                             animation = false;
                             waitingForKeyPress = true;
                             music.stop();                                        
                             if(isThrusting){
                                  fxSound.StopThruster();
                        animation = false;
                        v = 0;
                        eksp = 0;
                   v++;//Opdaterer image nummer for eksplotionsanimation til n&#65533;ste genneml&#65533;b.
                   // Fjerner entities der ikke er med mere.
                   entities.removeAll(removeList);
                   entities.removeAll(removeAsteroid);
                   //Nulstiller removelisterne
                   removeList.clear();                              
                   removeAsteroid.clear();
                   // Mens der ventes p&#65533; keyinput vises dette.
                   if (waitingForKeyPress) {
                        g.setColor(Color.white);
                        g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250);
                        g.drawString("Insert coin",(800-g.getFontMetrics().stringWidth("Insert coin"))/2,300);
                        timeInGame = 0;
                   g.setColor(Color.white);               
                   g.drawString("Score: "+score,720,595);
                   g.drawString("Time in Flight: "+timeInGame/1000000000+" Secs",5,595);
                   // Graphics ryttes op og bufferen flippes.
                   g.dispose();
                   strategy.show();
                   // Nulstiller skibets bev&#65533;gelse.
                   ship.setHorizontalMovement(0);
                   shipL.setHorizontalMovement(0);
                   shipR.setHorizontalMovement(0);
                   //Tilpasser skibets horizontale bev&#65533;gelseshastighed til input.
                   if ((leftPressed) && (!rightPressed))
                        ship.setHorizontalMovement(-moveSpeed);
                        shipL.setHorizontalMovement(-moveSpeed);
                        shipR.setHorizontalMovement(-moveSpeed);
                   else if ((rightPressed) && (!leftPressed))
                        ship.setHorizontalMovement(moveSpeed);
                        shipL.setHorizontalMovement(moveSpeed);
                        shipR.setHorizontalMovement(moveSpeed);//animationtest ship changed to eagle
                   //Affyrings sekvens
                   if (firePressed)
                        tryToFire();
                   // Lille pause til andre ting.
                   try { Thread.sleep(10); } catch (Exception m) {}
         }//End of gameLoop
         //Metode til kontrol af thrusterlyden.
         private void thrusterSound(){
              if (!isThrusting){
                   fxSound.fxSound2();               
                   isThrusting = true;
         }//End of thrusterSound
         //Metode til at inds&#65533;tte eksplotion p&#65533; den rette plads.
         //@param den ramte entitet.
         private void explosion(Entity entity){
              x = entity.getX();
              y = entity.getY();
              animation = true;
         }//End of explosion
         //Inner class der klarer input fra keybard.
         private class KeyInputHandler extends KeyAdapter {
              //S&#65533;tter t&#65533;ller til 1, s&#65533; wait for input virker.
              private int pressCount = 1;
              //@param den trykkede tast.
              public void keyPressed(KeyEvent e) {
                   // Ser f&#65533;rst om der ventes p&#65533; input til start.
                   if (waitingForKeyPress) {
                        return;
                   //Er spillet igang udf&#65533;res input
                   if (e.getKeyCode() == KeyEvent.VK_LEFT) {
                        leftPressed = true;                         
                        thrusterSound();
                   if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
                        rightPressed = true;
                        thrusterSound();
                   if (e.getKeyCode() == KeyEvent.VK_SPACE) {
                        firePressed = true;
              } //End of keyPressed
              //Stopper handlingen fra input
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              public void keyReleased(KeyEvent e) {
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        gFormatRecord->hiPlane = 2;
        gFormatRecord->colBytes = 3;
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    static void DoReadLayerContinue (void){
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        gFormatRecord->layerName[1] = 'a';
        gFormatRecord->layerName[2] = 'c';
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        void* alphaBuffer = NULL;
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          ((float*)gFormatRecord->data)[ i * 4 + 2 ] = ((float*)lightBuffer)[ i * 3 + 2 ];
          ((float*)gFormatRecord->data)[ i * 4 + 3 ] = ((float*)alphaBuffer)[ i * 3 ];
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        delete[] (float*)alphaBuffer;
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      //LOAD THE EXTRA CHANNELS
      if( ... ){
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      if( ... ){
      // User can abort.
      if (gFormatRecord->abortProc()){
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      if (*gResult == noErr) *gResult = gFormatRecord->advanceState();
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      // Free memory.
      if( gFormatRecord->data != NULL ){
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        gFormatRecord->data = NULL;
      if( lightName != NULL ){
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