I set up a Tabstrip on a Dynpro. Ive got 2 Tabs.
On each Tab I set a Subscreen.
0100 - Main Screen
0110 - Subscreen One
0120 - Subscreen Two
The tabstrip is defined with these attributes.
Tabs:
Title strip Reference subscreen Function code Function type
Subscreen One SUB1 STP_CTGRY_TAB P
Subscreen Two SUB1 TRAN_TAB P
Subscreens (subscreen areas) :
SUB1
The dynpro 0100 flow logic is :
PROCESS BEFORE OUTPUT.
MODULE pbo.
CALL SUBSCREEN sub1 INCLUDING sy-repid dynnr.
PROCESS AFTER INPUT.
CALL SUBSCREEN sub1.
MODULE pai.
On program level I declare.
CONTROLS mytabstrip TYPE TABSTRIP.
DATA: ok_code LIKE sy-ucomm,
dynnr TYPE sy-dynnr.
At Main Screen 0100 PBO:
IF mytabstrip-activetab IS INITIAL OR dynnr IS INITIAL.
mytabstrip-activetab = 'STP_CTGRY_TAB'.
dynnr = '0110'.
ENDIF.
At Main Screen 0100 PAI:
CASE ok_code.
WHEN 'STP_CTGRY_TAB'.
dynnr = '0110'.
mytabstrip-activetab = ok_code.
WHEN 'TRAN_TAB'.
dynnr = '0120'.
mytabstrip-activetab = ok_code.
ENDCASE.
If I debug my program and set breakpoints the tabstrip works. Bur if I run the program and change the tab of the tabstrip it seems that the subscreen freezes and overlaps the subscreen which should be displayed. All in all the changes on the tab doesn't work.
Did I forget any code? Can anyone help me what I possibly missed?
REASON:
The function types of the 2 tabs are defined with the value "P", meaning that the tabstrip works using "local paging", so it needs to work with 2 subscreen areas referring each to one distinct subscreen, so that the actions on the tabs work as expected.
There are two types of usage of a tabstrip.
Use one subscreen for all tabs ("server paging")
So you have to load each data new if the users clicks on a tab.
Use one subscreen for each tab ("local paging")
The whole data will be loaded at the beginning of the program.
NOTE: In the screen layout editor you have to set the parameter FctType to P - local GUI func.
RESOLUTION:
If you want to use the server paging (1), let the function type empty like this :
Title strip Reference subscreen Function code Function type
Subscreen One SUB1 STP_CTGRY_TAB
Subscreen Two SUB1 TRAN_TAB
The dynpro 0100 flow logic is :
PROCESS BEFORE OUTPUT.
MODULE pbo.
CALL SUBSCREEN sub1 INCLUDING sy-repid dynnr.
PROCESS AFTER INPUT.
CALL SUBSCREEN sub1.
MODULE pai.
In the PBO and PAI modules, define ABAP code to initialize the DYNNR and MYTABSTRIP-ACTIVETAB variables to the right values, as shown in the initial question.
If you want to use the local paging (2), do as follows :
Tabs:
Title strip Reference subscreen Function code Function type
Subscreen One SUB1 STP_CTGRY_TAB P
Subscreen Two SUB2 TRAN_TAB P
Subscreens (subscreen areas) :
SUB1
SUB2
The dynpro 0100 flow logic is :
PROCESS BEFORE OUTPUT.
MODULE pbo.
CALL SUBSCREEN sub1 INCLUDING sy-repid '0110'.
CALL SUBSCREEN sub2 INCLUDING sy-repid '0120'.
PROCESS AFTER INPUT.
CALL SUBSCREEN sub1.
CALL SUBSCREEN sub2.
MODULE pai.
In the local paging scenario, no ABAP code is needed in the PBO and PAI modules to switch between tabs because it's handled locally on the SAP GUI.
More information here : https://help.sap.com/saphelp_nw70/helpdata/en/17/5bf1b52ba211d2954f0000e8353423/frameset.htm
Related
I have created a child SSIS package that executes according to the "ProcessName" variable value that is specified initially. Now, I wish to create a parent package such that I can execute 4 child package tasks with different ProcessName values passed in to be executed in parallel. How can I maintain my child package and pass in different values to each of the 4 execute packages task such that the ProcessNames variable values are different for each of them? I am new to SSIS and would deeply appreciate if someone could advice or give a direction on how I could go about doing so.
I would see this as a pattern like the following
The "trick" here is that within each Sequence Container, SEQC, I need to define my variable that holds my parameter value. That variable needs to be scoped to the container - otherwise, there is only one SSIS variable and the 4 processes that attempt to initialize that value will be in conflict.
In the SSIS Variables menu, there is a Move Variable icon (second one listed)
Here you can see that I have ParameterValue defined in both "SEQC Opt 1a" and "SEQC Opt 1b" and they're initialized with different values.
The first step within the Sequence container is an Execute SQL Task where I pull back the intended parameter value. Maybe that is not needed in your case but it can be helpful to have a repository of run-time values. In the case of 1b, this is much more what my execution pattern looks like. I have a query that pulls back any packages to be run within the scope of this container and the starting value. e.g.
ContainerName|PackageName|StartingValue
SEQC Opt 1a |Child0.dtsx|100
SEQC Opt 1a |Child1.dtsx|200
SEQC Opt 1a |Child2.dtsx|300
SEQC Opt 1b |Child5.dtsx|600
SEQC Opt 1b |Child6.dtsx|700
SEQC Opt 1b |Child7.dtsx|800
This table pattern allows me to dynamically run packages in both parallel and in serial. Assuming Child7 and Child2 in the above set are very slow but the other 4 packages are relatively fast. The fast ones would start up, do their work and complete and the next runs. There are limits to how many parallel operations can fire at once so you can't scale infinitely across processes so a balance of serial and parallel operations makes sense.
Once you have your pattern working for one sequence container: copy, paste, rename and assuming you lookup in a table based on the task name as I show above, it's ready to go.
NOTE for everyone reading this answer: This answer is not full/complete with examples/full steps. From comment above I am posting this now so requestor can see it and get started.
This was from notes I wrote myself a long while back on how to do this for myself. I am posting it as answer as it is helpful and too large to post as comment. Plus I have not rewritten anything in what wrote for myself and what I am posting.
Currently I can not find my full code yet to post full details/steps. If/when I do I will post here, but this should be good details on what/how to do it. Plus this gives info on how to handle child package error trapping as well.
-- my notes I saved for myself posting as answer:
Steps for creating child packages:
Create any variables needed in the child package
Create the coorisponding variable name in the parent package (the name doesnot have to be the same, and maybe want to name it something to identify it as a child package variable)
Child Package:
Need to set up: Package Configurations
a. Right click on package and click Package Paramaters
b. Click the checkox to Enable Package configurations
Click Add and set the paramaters:
a. Configuration Type: Pareknt Package variable
b. Specify the configuration setting directly: Put the parent variable name in here that the child package is going to access
c. Click "Next"
d. In "Objects" window scroll down to the variable you are setting from the parent variable name you selected above and click the "Value" option under Properties for that variable name
e. Click "Next"
f. Under Configuration Name: Set a detailed name for what this variable is/does.
Error Handling (NOTE: This is not required but you wont capture the child error messages if you dont do this):
a. Go to Event Handlers Tab
b. Under drop down (on top right) select OnError
c. Add a Scrit Task
d. Pass as read only variables:
System::ErrorDescription
System::SourceName
System::PackageName
e. Copy/paste the code below into the script task uin the Main() function.
----- this is for the error handling
public void Main()
{
// build our the error message
string ErrorMessageToPassToParent = "Package Name: " + Dts.Variables["System::PackageName"].Value.ToString() + Environment.NewLine + Environment.NewLine +
"Step Failed On: " + Dts.Variables["System::SourceName"].Value.ToString() + Environment.NewLine + Environment.NewLine +
"Error Description: " + Dts.Variables["System::ErrorDescription"].Value.ToString();
// have to do this FIRST so you can access variable without passing it into the script task from SSIS tool box
// Populate collection of variables. This will include parent package variables.
Variables vars = null;
Dts.VariableDispenser.GetVariables(ref vars);
// checks if this variable exists in parent first, and if so then will set it to the value of the child variable
// (do this so if parent package does not have the variable it will not error out when trying to set a non-existant varaible)
if (Dts.VariableDispenser.Contains("OnError_ErrorDescription_FromChild") == true)
{
// Lock the to and from variables.
// parent variable
Dts.VariableDispenser.LockForWrite("User::OnError_ErrorDescription_FromChild");
// Need to call GetVariables again after locking them. Not sure why - perhaps to get a clean post-lock set of values.
Dts.VariableDispenser.GetVariables(ref vars);
// Set parentvar = childvar
vars["User::OnError_ErrorDescription_FromChild"].Value = ErrorMessageToPassToParent;
vars.Unlock();
}
Dts.TaskResult = (int)ScriptResults.Success;
}
Parent Package:
Add this variable to propertly capture the child error messages (not required but you wont capture chidl error messages if you dont):
variable: OnError_ErrorDescription_FromChild
Error Handling(NOTE: This is not required but you wont capture the child error messages if you dont do this):
a. Go to Event Handlers Tab
b. Under drop down (on top right) select OnError
c. Add a Scrit Task
d. Pass as read only variables:
User::OnError_ErrorDescription_FromChild
e. Copy/paste the code below into the script task uin the Main() function.
----- this is for the error handling
public void Main()
{
// get the varaible from the parent package for the error
string ErrorFromChildPackage = Dts.Variables["User::OnError_ErrorDescription_FromChild"].Value.ToString();
// do a check if the value is empty or not (so we knwo if the error came from the child package or the occurent in the parent package itself
if (ErrorFromChildPackage.Length > 0)
{
// Then raise the error that was created in the child package
Dts.Events.FireError(0, "Capture Error From Child Package Failure",
ErrorFromChildPackage
, String.Empty, 0);
//Dts.TaskResult = (int)ScriptResults.Failure;
} // end if the error length of variable is > 0
Dts.TaskResult = (int)ScriptResults.Success;
}
NOTES:
For error handling:
a. The child package error handling is written so it wont fail if the variables or error handling does not exist in parent package.
b. If you include the error handling (and variable) in the parent package it MUST exist in the child package though.
It's easy to catch events from 4D object's methods of 4D binary form (traditional 4D form) but didn't find any clue to do this in the json dynamic form.
I already gave a try with some 4D commands (CALL FORM, CALL WORKER or POST OUTSIDE CALL) as well to install a project method for a form side by side in a new process inside a loop where I handled events inside that project method. But couldn't get around it. Also I couldn't find any solution/example for this in kb or 4D blog or anywhere.
So any example or database template would be more helpful.
Ravi,
Simply string them in an array named "events".
The docs are your friend for things like this: 4D Manual/Dynamic Forms#Events
The "events" property accepts a JSON array (collection) of strings or
numbers. To call an event, enter the event's name or value (see form
event constant values). For exemple, "events":["onLoad"]) or
"events":[1]
I don't know if you can mix the literal and numeric references. I would expect so but haven't actually tested that.
Edit:
Ravi, if by "catch events in code" you mean have the form you've dynamically created respond to them then you will need to include the name of a project method in the "method" tag. You can't just write some code into an object when you build it dynamically, like you can in regular 4D, but you can call a project method. In that method you can use a Case of statement to test the Form event function to determine which event fired and respond appropriately.
You can't pass parameters to this method. But you can use Object get name or Object get pointer commands to determine the particular object that called it.
For example, let's say I include myMethod as the method. The code for myMethod might look like this:
Case of
:(Form event=On Clicked) // on Clicked is a 4D constant
// do something
:(Form event=on Data Change)
// do something else
End case
Or
Case of
:(Object get name(Object current)="myButton")
Case of
:(Form event=on Clicked)
...
End case
:(Object get name(Object current)="anotherName")
Case of
:(Form event=on Clicked)
...
End case
End case
This illustrates two approaches: 1) you write a separate method for each object or 2) write a single method and determine which object called it. I prefer #2 but that's strictly my opinion.
I'm new to lisp and my professor gave some .lisp files to play around with.
http://pastebin.com/eDPUmTa1 (search functions)
http://pastebin.com/xuxgeeaM (water jug problem saved as waterjug.lisp)
The problem is I don't know how to implement running functions from one file to solve problems from another. The most I've done is compiled functions from one file and played around with it in the terminal. I'm not sure how to load 2 files in this IDE as well as how I should run the function. I'm trying, for example, to run the breadth-first-search function to solve the problem to no avail.
I'm currently using emacs as the text editor SBCL as the common lisp implementation along with quicklisp and slime.
Assuming each file is in its own buffer, say f1.lisp and f2.lisp, then you only have to call slime-compile-and-load-file when you are in each buffer. This is bound by default to C-c C-k. You have to compile the first file first, because it contains definitions for the second one.
But, your second file (f2.lisp) has two problems: search for (break and (bread and remove those strings. Check if the forms around them have their parenthesis well balanced.
Take care of warning messages and errors while compiling your file.
Then, if you want to evaluate something directly from the buffer, put your cursor (the point) after the form you want to evaluate, and type C-x C-e (imagine the cursor is represented by % below):
(dump-5 (start-state *water-jug*))%
This will print the result in the minibuffer, in your case something like #<JUG-STATE {1004B61A63}>, which represents an instance of the JUG-STATE class. Keep a window open to the REPL buffer in case the functions write something to standard output (this is the case with the (describe ...) expression below).
If instead you do C-c I, this will ask you which expression you want to inspect, already filled with the form before the point. When you press enter, the inspector buffer will show up:
#<JUG-STATE {1004BD8F53}>
--------------------
Class: #<STANDARD-CLASS COMMON-LISP-USER::JUG-STATE>
--------------------
Group slots by inheritance [ ]
Sort slots alphabetically [X]
All Slots:
[ ] FIVE = 0
[ ] TWO = 2
[set value] [make unbound]
Read http://www.cliki.net/slime-howto.
I'm trying to figure out a way to get all functions in a Lua script. This script has been compiled into a function through loadfile. For example, I'd want to get every function defined in the script below.
function example1()
end
local function example2()
end
local library = {}
function library:example3()
end
(function()
-- Functions like this too.
end)
The names aren't important, I'm just looking for a way to get the actual functions so I can use them in debug.getinfo and get information like the lines they were defined in. I have LuaJIT, if that makes this any easier. Is something like this even possible? Thanks in advance.
I guess the file declares its functions as global, or it would be really easy to track what is returned.
If that's the case, you can cycle through all the global items with a generic for loop, and only take the functions from them:
allFuncs = {}
for key, item in pairs(_G) do
if type(item) == "function" then
allFuncs[#allFuncs + 1] = item
end
end
(_G is the table holding all the global variables)
Then you will have a list (allFuncs) holding all the functions declared, but be aware that it will also contain default functions like setmetatable or xpcall.
It's easy to modify the code to not make this happen, but only use this for testing / learning:
function allFuncs()
local funcsTab = {}
for key, item in pairs(_G) do
if type(item) == "function" then
funcsTab[#funcsTab + 1] = item
end
end
return funcsTab
end
defaultFuncs = allFuncs()
--then you load your file: other functions get declared
--we create another table containg the default + the new functions
myFuncs = allFuncs()
--then you subtract the first table from the second
for i = 1, #myFuncs do
for o = 1, #defaultFuncs do
if myFuncs[i] == defaultFuncs[o] then
table.remove(myFuncs, i)
end
end
end
This is if your file doesn't return anything and declares its functions as globals.
If the file declares them as local and then returns a table containing them, just use the first piece of code replacing _G with that returned table.
This is not likely to be possible without syntax or bytecode analysis as each function definition is an assignment (just has different forms in your examples). See the bytecode inspector and a related discussion here. For the syntax analysis you can use metalua or something like lua-loose-parser. Keep in mind that even those tools won't give you the entire list of functions as some functions may be defined dynamically using loadstring (or similar methods).
If you only have access to the result of loadfile, then you best bet is to use the bytecode analyzer.
This is possible using jit.attach in LuaJIT.
You can attach callbacks to a number of compiler events with
jit.attach. The callback can be called:
when a function has been compiled to bytecode ("bc");
when trace recording starts or stops ("trace");
as a trace is being recorded ("record");
or when a trace exits through a side exit ("texit").
http://wiki.luajit.org/JIT-Compiler-API#jit-attach
jit.attach(function(f)
local funcInfo = jit.util.funcinfo(f)
end, "bc")
I'm going back to the basics here but in Lua, you can define a table like so:
myTable = {}
myTable [1] = 12
Printing the table reference itself brings back a pointer to it. To access its elements you need to specify an index (i.e. exactly like you would an array)
print(myTable ) --prints pointer
print(myTable[1]) --prints 12
Now functions are a different story. You can define and print a function like so:
myFunc = function() local x = 14 end --Defined function
print(myFunc) --Printed pointer to function
Is there a way to access the body of a defined function. I am trying to put together a small code visualizer and would like to 'seed' a given function with special functions/variables to allow a visualizer to 'hook' itself into the code, I would need to be able to redefine the function either from a variable or a string.
There is no way to get access to body source code of given function in plain Lua. Source code is thrown away after compilation to byte-code.
Note BTW that function may be defined in run-time with loadstring-like facility.
Partial solutions are possible — depending on what you actually want to achieve.
You may get source code position from the debug library — if debug library is enabled and debug symbols are not stripped from the bytecode. After that you may load actual source file and extract code from there.
You may decorate functions you're interested in manually with required metadata. Note that functions in Lua are valid table keys, so you may create a function-to-metadata table. You would want to make this table weak-keyed, so it would not prevent functions from being collected by GC.
If you would need a solution for analyzing Lua code, take a look at Metalua.
Check out Lua Introspective Facilities in the debugging library.
The main introspective function in the
debug library is the debug.getinfo
function. Its first parameter may be a
function or a stack level. When you
call debug.getinfo(foo) for some
function foo, you get a table with
some data about that function. The
table may have the following fields:
The field you would want is func I think.
Using the debug library is your only bet. Using that, you can get either the string (if the function is defined in a chunk that was loaded with 'loadstring') or the name of the file in which the function was defined; together with the line-numbers at which the function definition starts and ends. See the documentation.
Here at my current job we have patched Lua so that it even gives you the column numbers for the start and end of the function, so you can get the function source using that. The patch is not very difficult to reproduce, but I don't think I'll be allowed to post it here :-(
You could accomplish this by creating an environment for each function (see setfenv) and using global (versus local) variables. Variables created in the function would then appear in the environment table after the function is executed.
env = {}
myFunc = function() x = 14 end
setfenv(myFunc, env)
myFunc()
print(myFunc) -- prints pointer
print(env.x) -- prints 14
Alternatively, you could make use of the Debug Library:
> myFunc = function() local x = 14 ; debug.debug() end
> myFunc()
> lua_debug> _, x = debug.getlocal(3, 1)
> lua_debug> print(x) -- prints 14
It would probably be more useful to you to retrieve the local variables with a hook function instead of explicitly entering debug mode (i.e. adding the debug.debug() call)
There is also a Debug Interface in the Lua C API.