Misleading cell security error message prevents drillthrough action on SSAS2008 - ssas

I have a cube with no cell security configured, and get an intermittent problem with a drillthrough action. The cube has two measure groups: One with accounting transactions from a financials application (Oracle Financials) and one with a set of FX rates. The FX conversions are done with a measure expression, and forced to leaf level by the cube script. This problem is taking place on SSAS2008 (R1).
scope ([functional currency].[functional currency].[all]);
scope ([measures].[herp fx rate]);
this = null;
end scope;
scope ([measures].[derp fx rate]);
this = null;
end scope;
end scope;
scope (leaves ([functional currency]));
scope ([fx period].[period].members);
scope ({[measures].[Herp GBP]});
this = [measures].[accounted] *
[measures].[Herp fx rate];
//fore_color (this) = 4227327;
end scope;
scope ({[measures].[Derp GBP]});
this = [measures].[accounted] *
[measures].[Derp fx rate];
//fore_color (this) = 32768;
end scope;
end scope;
end scope;
Calculate;
The cube has a drillthrough action on it. When I attempt a drill through action (via the SSMS cube browser, for example) the cube intermittently returns an error to the effect of
The drillthrough operation cannot be
performed because cell security does
not allow access to the source data
Various forum postings suggest that setting IgnoreUnrelatedDimension=False will fix this. However, I can't find any documentation that explains why this happens and the error message is somewhat unhelpful. Does anybody have a coherent explanation of what is causing this error?

Related

PedSelectOutPut routing pedestrians inconsistently

I am simulating the passenger changeover process in metros using the Anylogic Pedestrian Library.
When passengers enter the vehicle, a seat is assigned to them from the seats available near the door (within a given distance) they entered the vehicle through, using a function called lookForSeat. If there is no more free seat available, their boolean parameter wantToSit is set to false and they will stay standing.
The parameter wantToSit is predefined for the Passenger Agent, with default value randomtrue(0.8). But even if I set it to default value = 1, I get the same error.
Then, passengers are separated using a PedSelectOutput block:
Condition 1: if ped.WantToSit = true --> they are sent to their
assigned seat coordinates (PointNode 'seatPoint', null by default)
Condition 2: true (thus, ped.WantToSit = false) --> they stay in the
standing area in the vehicle, no assigned seatPoint necessary in this case.
Now, it works pretty well, but when the majority of the seats is already occupied, suddenly the PedSelectOutput block directs a passenger with ped.wantToSit to its seating point, which gives null and I get the NullPointerException error.
Attached you find the function, the settings of PedSelectOutput and the log from the command.
As it can be seen, the PedSelectOutput sends the passenger through exit 1 (which gives the error due to calling the coordinates of a "null"), despite ped.wantToSit = false.
Any ideas, what is going wrong? For me it really looks like the function is working properly - I have been changing it the whole day until I realized that something in the PedSelectOutput block goes wrong.
Thank you in advance!
Pic 1: pedSelectOutput block and the command with the log
Pic 2: the function lookForSeat assigning the seats from the seat Collection
The problem here is a subtle one, which has caused me many hours of debugging as well. What you need to understand is that the on exit code is only executed once the agent already has a path to which it is going to exit. i.e. the selectOutput and subsequent blocks are already evaluated and only once it is determined that the agent can move to the next block then the on exit code is called. But the agent will continue on its chosen path that has been determined before the on exit code has been executed.
See the small example below:
I have a pedestrian with a variable that is true by default and a select output that checks this value
If I ran the model all pedestrians exit at the top option, as expected
If I change the variable to false on the On Exit code I might expect that all pedestrians will now exit at the second option
But they don't there is no change....
If I add the code to the on enter code then it does..

VA01 BDC_OKCODE /00 not working as expected

In my report I am calling the transaction VA01 with BDC data, and everything works as expected, the data is being filled correctly, but bdc_okcode /00 does not work.
I simply add the ok-code to the internal table:
gs_bdcdata-fnam = 'BDC_OKCODE'.
gs_bdcdata-fval = '/00'.
APPEND gs_bdcdata TO gt_bdcdata.
...
CALL TRANSACTION 'VA01' USING gt_bdcdata.
I get a popup that shows the ok code.
My expectation is that it should navigate to the next dynpro.
Also I tried to record the transaction through the transaction SHDB to see if I have to do something differently but the BDC data is basically the same. Playing back the recording shows the same popup with the code.
How can I solve that?
The MODE addition is not used by the CALL TRANSACTION.
If one of the additions MODE or OPTIONS FROM is not used, the effect is the same as if mode had the content "A". Which means the call transaction stops by each screen.
It has to be called like this:
DATA lv_mode TYPE char1 VALUE 'N'. "N - BI won't stop, E - will stop by error, A - will stop at every screen
CALL TRANSACTION 'VA01'
USING gt_bdcdata
MODE lv_mode.
A better option is to use the OPTIONS FROM addition, this gives you more opportunities:
DATA: ls_options TYPE ctu_params.
ls_options-dismode = 'N'. "see explanation above
CALL TRANSACTION 'VA01'
USING gt_bdcdata
OPTIONS FROM ls_options.

When can we allow a CTX segment to be part of 999 Acknowledgement

I need to understand when can we allow a CTX segment to be part of 005010X231-999 Acknowledgement. What I see is an error occured for a required data element. In this case can the CTX be shown to represent the error?
Or will we show the CTX segment only when the data element has a "situational" marked on it?
You should be referencing your trading partners MIG (Message Implementation Guide) for information on the specific segments you can use and their conditions.

Initialization of query failed - BW_REPORTING_FPM001 error

I am implementing Trial Balance(Version 2) FPM/Webdynpro App from Fiori Apps Library
following App Implementation : Trial Balance guide for S/4 Hana 1610.
When I launch the Trial Balance App.It says "Initialization of query 2CCFITRIALBALQ0001 Failed"(PFA for the error ).
Please let me know how to Initialize or Activate BEx Query.
Regards,
Sayed
The issue is resolved following the below steps :
1) Set a BW-client: Transaction SE37 RS_MANDT_UNIQUE_SET. If you use only one client, then fill I_MANDT with this one. If you use multiple clients, choose one of these.
2) Set user parameters RSWAD_DEV_MDVERSION = ‘072’ and RSWAD_SKIP_JAVA = ‘X’ for user DDIC(Its setting in transaction SU01 under parameter tab)
3) Logon to system with user DDIC in the client you used in step 1 and perform transaction RSTCO_ADMIN in order to activate the technical objects, which are needed for the engine. The parameters set in step 2 avoid, that unnecessary objects (related to BI tools based on JAVA) are activated here.
4) If you don't look at the OLAP-statistics you should deactivate these: Transaction SE38 - execute Report SAP_RSADMIN_MAINTAIN: with OBJECT = RSDDSTAT_GLOBAL_OFF and VALUE = X in insert mode. If you need the statistics, you can switch these on by running the program with that object but VALUE = space in update mode.
5) If you want to use OData-Services run report EQ_RS_AUTO_SETUP (transaction SE38)
6) If you want to use the BW time hierarchies, go to transaction RSRHIERARCHYVIRT and mark the hierarchies you need - for this you have to wait until the job triggered in step 3 has finished successfully
7) Call function module RSEC_GENERATE_BI_ALL.
Regards,
Rehan Sayed

Handling Lua errors in a clean and effective manner

I'm currently trying to code an add-on the popular game World Of Warcraft for a friend. I don't understand too much about the game myself and debugging it within the game is difficult as he's having to do all the testing.
I'm pretty new to Lua, so this may be a very easy question to answer. But when a Lua error occurs in WoW it throws it on screen and gets in the way, this is very bad to a game player as it will stop their gameplay if it throws the exception at the wrong time. I'm looking for a way to cleanly handle the error being thrown. Here's my code so far for the function.
function GuildShoppingList:gslSlashProc()
-- Actions to be taken when command /gsl is procced.
BankTab = GetCurrentGuildBankTab()
BankInfo = GetGuildBankText(BankTab)
local Tabname, Tabicon, TabisViewable, TabcanDeposit, TabnumWithdrawals, remainingWithdrawals = GetGuildBankTabInfo(BankTab)
p1 = BankInfo:match('%-%- GSL %-%-%s+(.*)%s+%-%- ENDGSL %-%-')
if p1 == nil then
self:Print("GSL could not retrieve information, please open the guild bank and select the info tab allow data collection to be made")
else
self:Print("Returning info for: "..Tabname)
for id,qty in p1:gmatch('(%d+):(%d+)') do
--do something with those keys:
local sName, sLink, iRarity, iLevel, iMinLevel, sType, sSubType, iStackCount = GetItemInfo(id);
local iSum = qty/iStackCount
self:Print("We need "..sLink.." x"..qty.."("..iSum.." stacks of "..iStackCount..")")
end
end
end
The problem being when checking to see if p1 is nil, it still throws a Lua error about trying to call p1 as nil. It will be nil at times and this needs to be handled correctly.
What would be the correct most efficient way to go about this?
You might want to wrap your function in a pcall or xpcall which enables you to intercept any error thrown by Lua.
Aside of that, I personally find this construct easier to read:
p1=string.match(str,pat)
if p1 then
-- p1 is valid, eg not nil or false
else
-- handle the problems
end