我是Laravel的初学者,我想我可能错过了一些非常重要的东西。
我正在尝试将外键约束放入我的数据库中。 我试图迁移我的工作(php artisan migrate),然后进入数据库。
然而,当我想看到" connexion"我的主键和我在mysql上的外键之间没有任何显示。
当我通过添加文章和标签对其进行测试时,我可以在数据库中添加错误的ID。
标签表:
<?php
use Illuminate\Support\Facades\Schema;
use Illuminate\Database\Schema\Blueprint;
use Illuminate\Database\Migrations\Migration;
class CreateTagTable extends Migration
{
/**
* Run the migrations.
*
* @return void
*/
public function up()
{
Schema::create('tag', function (Blueprint $table) {
$table->increments('id');
$table->string('name');
$table->timestamps();
$table->softDeletes();
});
}
/**
* Reverse the migrations.
*
* @return void
*/
public function down()
{
Schema::dropIfExists('tag');
}
}
文章表:
<?php
use Illuminate\Support\Facades\Schema;
use Illuminate\Database\Schema\Blueprint;
use Illuminate\Database\Migrations\Migration;
class CreateArticleTable extends Migration
{
/**
* Run the migrations.
*
* @return void
*/
public function up()
{
Schema::create('article', function (Blueprint $table) {
$table->increments('id');
$table->string('title');
$table->longText('description');
$table->longText('content');
$table->timestamps();
$table->softDeletes();
});
}
/**
* Reverse the migrations.
*
* @return void
*/
public function down()
{
Schema::dropIfExists('article');
}
}
文章标签表:
<?php
use Illuminate\Support\Facades\Schema;
use Illuminate\Database\Schema\Blueprint;
use Illuminate\Database\Migrations\Migration;
class CreateArticleTagTable extends Migration
{
/**
* Run the migrations.
*
* @return void
*/
public function up()
{
Schema::create('article_tag', function (Blueprint $table) {
$table->increments('id');
$table->unsignedInteger('article_id');
$table->unsignedInteger('tag_id');
});
Schema::table('article_tag', function($table){
$table->foreign('article_id')->references('id')->on('article');
$table->foreign('tag_id')->references('id')->on('tag');
});
}
/**
* Reverse the migrations.
*
* @return void
*/
public function down()
{
Schema::dropIfExists('article_tag');
}
}
表article_tag不应与ID 1和ID 3一起使用。
感谢您的帮助!
答案 0 :(得分:0)
if self._bbox_queue:
bbox_queue = self._bbox_queue
else:
painter.eraseRect(self.rect()) # this is where a Rectangle is 'called'
bbox_queue = [
Bbox([[0, 0], [self.renderer.width, self.renderer.height]])]