BAPI or FM for Promise to pay creation? - abap

I'm working with Promises to pay in UDM_SUPERVISOR transaction and I need to upload Promise to pay data using BAPI/FM from an excel file.
There is a data migration template which will include all the required fields for the creation of a Customer Promise To Pay in the system.
The migration will happen using LTMC migration cockpit tool. Is there any BAPI/FM I can use for uploading Promise To Pay?

Try function modules from FDM_P2P_SERVICES group which is Promise to Pay API.
For example UDM dashboard calls FDM_P2P_CREATE FM under the hood
ls_p2p_partner-obj_type = 'KNB1'.
ls_p2p_partner-obj_key = '0030000001CA09'.
ls_p2p_attr-fin_comp_code = "CA09".
ls_p2p_attr-fin_customer = '0030000001".
ls_p2p_attr-fin_p2p_curr = 'CAD".
ls_p2p_attr-fin_p2p_date = ls_p2p_attr-fin_p2p_due_date = "20220530".
ls_p2p_attr-fin_promised_by = 'Sandeep Phogat".
ls_p2p_attr-fin_contact_tel = "9058262323".
ls_p2p_attr-fin_contact_key = "0000000003".
APPEND ls_p2p_attr TO lt_p2p_attr.
ls_gen_inv_for_partner-obj_type = "BSEG".
ls_gen_inv_for_partner-obj_key = "CA0901000001752017001".
ls_gen_inv_for_partner-open_amount = "0.75".
ls_gen_inv_for_partner-max_p2p_amount = "0.75".
ls_gen_inv_for_partner-assigned_p2p_amount = "0.75".
ls_gen_inv_for_partner-p2p_curr = "CAD".
ls_gen_inv_for_partner-due_date = "20170515".
ls_gen_inv_for_partner-overdue_by = "1841".
ls_gen_inv_for_partner-case_type = "CAPP".
APPEND ls_gen_inv_for_partner TO lt_gen_inv_for_partner.
CALL FUNCTION 'FDM_P2P_CREATE'
EXPORTING
is_p2p_partner = ls_p2p_partner
it_p2p_attr = lt_p2p_attr
it_p2p_invoice = lt_gen_inv_for_partner
IMPORTING
et_p2p_created = lt_p2p_crea_for_partner
EXCEPTIONS
get_number_failure = 1
case_interface_failure = 2.
If you want to upload promises from file, please check /HEX/UPLOAD_P2P standard report.

Related

Requested module experienced an error while loading - Server - Data:11

Yeah So, I'm coding a Roblox game and this script gets an error every time, I even restarted roblox studio to try fixing it but it didn't work and I tried messing around with the code but I couldn't figure it out, can someone please help?
Script:
local PetModule = require(ServerModules.PetModule)
Module Code:
local module = {}
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Pet = ReplicatedStorage.Pet
function module.EquipPet(Player, PetName)
local PetModel = Pet:FindFirstChild(PetName)
if PetModel then
PetModel = PetModel:Clone()
PetModel.Parent = workspace.Pet:FindFirstChild((Player.Name))
if Player then
local Character = Player.Character
if Character then
if not Character.HumanoidRootPart:FindFirstChild("PetAttachments") then
local PetAttachments = Instance.new("Folder")
PetAttachments.Name = "PetAttachments"
PetAttachments.Parent = Character.HumanoidRootPart
local PetAttachments = Character.HumanoidRootPart:FindFirstChild("PetAttachments")
if PetAttachments then
local att0 = Instance.new("Attachment")
att0.Name = "Attachment1"
att0.Position = PetModel:FindFirstChild("AttachmentPosition").Value
att0.Parent =Character.HumanoidRootPart
local att1 = Instance.New("Attachment")
att1.Name = "Attachment2"
att1.Parent = PetModel.PrimaryPart
local AlignPosition = Instance.new("AlignPosition")
AlignPosition.Attachment0 = att0
AlignPosition.Attachment1 = att1
AlignPosition.RigidityEnabled = false
AlignPosition.MaxForce = PetModel.MaxForce.Value
AlignPosition.Responsiveness = PetModel.Responsiveness.Value
AlignPosition.Parent = PetModel.PrimaryPart
local AlignOrientation = Instance.new("AlignOrientation")
AlignOrientation.Attachment0 = att0
AlignOrientation.Attachment1 = att1
AlignOrientation.RigidityEnabled = false
AlignOrientation.MaxTorque = PetModel.MaxForce.Value
AlignOrientation.Responsiveness = PetModel.Responsiveness.Value
AlignOrientation.Parent = PetModel.PrimaryPart
game:GetService("RunService").Heartbeat:Connect(function()
att0.Position = PetModel.AttachmentPosition.Value
AlignPosition.MaxForce = PetModel.MaxForce.Value
AlignOrientation.MaxTorque = PetModel.MaxForce.Value
AlignPosition.Responsiveness = PetModel.Responsiveness
end)
end
end
end
end
end
function module.UnequipPet(Player)
end
function module.UnequipAllPet(Player)
end
return module
end
If anyone could help me fix this it would be great.
make sure to put "return module" at the end!
return module
is within the function. Try to put it free at the end of the code and...
I'm not sure, but I think it's because you're creating an event connection within module, I had this problem right now. I just stopped creating events within the Module and the problem stopped.
Try removing this from de Code.
game:GetService("RunService").Heartbeat:Connect(function()
att0.Position = PetModel.AttachmentPosition.Value
AlignPosition.MaxForce = PetModel.MaxForce.Value
AlignOrientation.MaxTorque = PetModel.MaxForce.Value
AlignPosition.Responsiveness = PetModel.Responsiveness
end)

Changes in lua language cause error in ai script

When I run script in game, I got an error message like this:
.\AI\haick.lua:104: bad argument #1 to 'find' (string expected, got nill)
local haick = {}
haick.type = type
haick.tostring = tostring
haick.require = require
haick.error = error
haick.getmetatable = getmetatable
haick.setmetatable = setmetatable
haick.ipairs = ipairs
haick.rawset = rawset
haick.pcall = pcall
haick.len = string.len
haick.sub = string.sub
haick.find = string.find
haick.seed = math.randomseed
haick.max = math.max
haick.abs = math.abs
haick.open = io.open
haick.rename = os.rename
haick.remove = os.remove
haick.date = os.date
haick.exit = os.exit
haick.time = GetTick
haick.actors = GetActors
haick.var = GetV
--> General > Seeding Random:
haick.seed(haick.time())
--> General > Finding Script Location:
local scriptLocation = haick.sub(_REQUIREDNAME, 1, haick.find(_REQUIREDNAME,'/[^\/:*?"<>|]+$'))
Last line (104 in file) causes error and I don`t know how to fix it.
There are links to .lua files below:
https://drive.google.com/file/d/1F90v-h4VjDb0rZUCUETY9684PPGw7IVG/view?usp=sharing
https://drive.google.com/file/d/1fi_wmM3rg7Ov33yM1uo7F_7b-bMPI-Ye/view?usp=sharing
Help, pls!
When you use a function in Lua, you are expected to pass valid arguments for the function.
To use a variable, you must first define it, _REQUIREDNAME in this case is not available, haick.lua file is incomplete. The fault is of the author of the file.
Lua has a very useful reference you can use if you need help, see here

How do I make a save system for a leader board with more than 3 stats

I want to make a save system so that people don't have to restart every single time they play
I don't really know what to do so I will show you the code for my leader stats this is located in the work space
local function onPlayerJoin(player)
local leaderstats = Instance.new("Model")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local gold = Instance.new("IntValue")
gold.Name = "JumpBoost"
gold.Value = 150
gold.Parent = leaderstats
local speed = Instance.new("IntValue")
speed.Name = "Speed"
speed.Value = 20
speed.Parent = leaderstats
local coin = Instance.new("IntValue")
coin.Name = "CloudCoins"
coin.Value = 0
coin.Parent = leaderstats
local rebirths = Instance.new("IntValue")
rebirths.Name = "Rebirths"
rebirths.Value = 0
rebirths.Parent = leaderstats
end
game.Players.PlayerAdded:Connect(onPlayerJoin)
Again I don't really know what to do so, please help.
The documentation for Data Stores is pretty good. An important warning for testing :
DataStoreService cannot be used in Studio if a game is not configured to allow access to API services.
So you will have to publish the game and configure it online to allow you to make HTTP requests and access the Data Store APIs. So be sure to look at the section in that link titled, Using Data Stores in Studio, it will walk you through the menus.
Anyways, right now, you are creating the player's starting values when they join the game. DataStores allow you save the values from the last session and then load those in the next time they join.
Roblox DataStores allow you to store key-value tables. Let's make a helper object for managing the loading and saving of data.
Make a ModuleScript called PlayerDataStore :
-- Make a database called PlayerExperience, we will store all of our data here
local DataStoreService = game:GetService("DataStoreService")
local playerStore = DataStoreService:GetDataStore("PlayerExperience")
local PlayerDataStore = {}
function PlayerDataStore.getDataForPlayer(player, defaultData)
-- attempt to get the data for a player
local playerData
local success, err = pcall(function()
playerData = playerStore:GetAsync(player.UserId)
end)
-- if it fails, there are two possibilities:
-- a) the player has never played before
-- b) the network request failed for some reason
-- either way, give them the default data
if not success or not playerData then
print("Failed to fetch data for ", player.Name, " with error ", err)
playerData = defaultData
else
print("Found data : ", playerData)
end
-- give the data back to the caller
return playerData
end
function PlayerDataStore.saveDataForPlayer(player, saveData)
-- since this call is asyncronous, it's possible that it could fail, so pcall it
local success, err = pcall(function()
-- use the player's UserId as the key to store data
playerStore:SetAsync(player.UserId, saveData)
end)
if not success then
print("Something went wrong, losing player data...")
print(err)
end
end
return PlayerDataStore
Now we can use this module to handle all of our loading and saving.
At the end of the day, your player join code will look very similar to your example, it will just try to first load the data. It is also important to listen for when the player leaves, so you can save their data for next time.
In a Script next to PlayerDataStore :
-- load in the PlayerDataStore module
local playerDataStore = require(script.Parent.PlayerDataStore)
local function onPlayerJoin(player)
-- get the player's information from the data store,
-- and use it to initialize the leaderstats
local defaultData = {
gold = 150,
speed = 0,
coins = 0,
rebirths = 0,
}
local loadedData = playerDataStore.getDataForPlayer(player, defaultData)
-- make the leaderboard
local leaderstats = Instance.new("Model")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local gold = Instance.new("IntValue")
gold.Name = "JumpBoost"
gold.Value = loadedData.gold
gold.Parent = leaderstats
local speed = Instance.new("IntValue")
speed.Name = "Speed"
speed.Value = loadedData.speed
speed.Parent = leaderstats
local coin = Instance.new("IntValue")
coin.Name = "CloudCoins"
coin.Value = loadedData.coins
coin.Parent = leaderstats
local rebirths = Instance.new("IntValue")
rebirths.Name = "Rebirths"
rebirths.Value = loadedData.rebirths
rebirths.Parent = leaderstats
end
local function onPlayerExit(player)
-- when a player leaves, save their data
local playerStats = player:FindFirstChild("leaderstats")
local saveData = {
gold = playerStats.JumpBoost.Value,
speed = playerStats.Speed.Value,
coins = playerStats.CloudCoins.Value,
rebirths = playerStats.Rebirths.Value,
}
playerDataStore.saveDataForPlayer(player, saveData)
end
game.Players.PlayerAdded:Connect(onPlayerJoin)
game.Players.PlayerRemoving:Connect(onPlayerExit)
Hope this helps!

Integration Quickbook online api to rails app

I am integrating
rails application to Quickbooks online
using API.
Use gem Quickbooks-ruby
But want to add discount, add taxes into invoice but not success even not found how to pass in API.
invoice = Quickbooks::Model::Invoice.new
invoice.customer_id = 1
invoice.txn_date = Date.civil(2014, 3, 27)
invoice.doc_number = "001"
transaction_tax = Quickbooks::Model::TransactionTaxDetail.new
# Point to a saved tax code in QBO, e.g. this points to id = 2,
# which is a NYC tax code saved on QBO account = 10% sales tax
transaction_tax.txn_tax_code_id = 2
transaction_tax.total_tax = 134.10
invoice.txn_tax_detail = transaction_tax
sales_line_item = Quickbooks::Model::InvoiceLineItem.new
sales_line_item.amount = 1490
sales_line_item.description = "CCM ice skates"
sales_line_item.sales_item! do |detail|
detail.unit_price = 149
detail.quantity = 10
detail.item_id = 1 # Item ID here
detail.tax_code_id = 'TAX' # for US must be 'NON' or 'TAX'
end
discount_line_item = Quickbooks::Model::InvoiceLineItem.new
discount_line_item.amount = 149
discount_line_item.discount_item! do |detail|
detail.discount_percent = 10
detail.percent_based = true
detail.discount_account_id = 99
end
invoice.line_items << sales_line_item
invoice.line_items << discount_line_item
service = Quickbooks::Service::Invoice.new
service.access_token = OAuth::AccessToken.new($qb_oauth_consumer, "token", "secret")
service.company_id = "9991111222"
created_invoice = service.create(invoice)
There should be something like JAXB in ruby for object serialization/deserialization.
From the following link, you can download QB endpoint definations and data class defination(as XSD). You need to generate data classes from it.
https://developer.intuit.com/docs/#api/deki/files/2466/v3.1_dataservices.zip
Then using any standard ruby based OAuth lib, you can make call to QB API Endpoints.
You can use the setter methods of the data class( in your case - invoice ) to populate data/to construct the payload. ( I don't have any ready example of this. But I guess it is not hard to find in net)
For doc, you can refer the following two links.
https://developer.intuit.com/docs/0025_quickbooksapi/0050_data_services/030_entity_services_reference/invoice
https://developer.intuit.com/docs/0025_quickbooksapi/0050_data_services/030_entity_services_reference/invoice#DiscountLineDetail
Thanks

WCF Client access with Message Contracts

I have a web service , i add some extra class which have message contract and after that it changed the way we access some of the methods( and i have not added message contract to these classes these are data contracts ), earlier i.e before we could create one object for request and response (like see the Before part) we are creating a single object for OrderStatusResponse Class. But if you see now the After(we have to create separate objects for request and response).
is this a side effect of enabling "Always generate message contract?"
Before
SmartConnect.Service1Client Client =
new SmartConnectClient.SmartConnect.Service1Client();
SmartConnect.OrderStatusResponse Status =
new SmartConnectClient.SmartConnect.OrderStatusResponse();
Status.UserID = "1234";
Status.Password = "abcd";
Status.SoftwareKey = "abc";
Status.OrderNumber = "1234";
Status = Client.GetOrderStatus(Status);
lbl_OS.Text = Status.Status.ToString();
lbl_RM.Text = Status.ReturnMessage.ToString();
After
SmartConnectRepublic.SmartConnectClient SmartClient =
new WCF_Client.SmartConnectRepublic.SmartConnectClient();
//SmartConnectRepublic.OrderStatusResponse Status =
new WCF_Client.SmartConnectRepublic.OrderStatusResponse();
WCF_Client.SmartConnectRepublic.GetOrderStatusRequest request =
new WCF_Client.SmartConnectRepublic.GetOrderStatusRequest();
request.status = new WCF_Client.SmartConnectRepublic.OrderStatusResponse();
request.status.OrderNumber = "1055055";
request.status.UserID = "1234";
request.status.Password = "dfsdfsd";
request.status.SoftwareKey = "sdfsdfsdfs";
WCF_Client.SmartConnectRepublic.GetOrderStatusResponse response =
new WCF_Client.SmartConnectRepublic.GetOrderStatusResponse();
response = SmartClient.GetOrderStatus(request);
lbl_Status.Text = response.GetOrderStatusResult.Status;
lbl_RC.Text = response.GetOrderStatusResult.ReturnCode.ToString();
lbl_RM.Text = response.GetOrderStatusResult.ReturnCode.ToString();
Yes, I suspect it is a difference with using message contracts. You seem to have figured it out, though.