I have created one POPUP in Oracle Forms (Custom PLL - Oracle EBS R12)
fnd_message.set_name ('XX', 'CASCADE_SHIPPING_METHOD');
-- fnd_message.show;
n_button_selection :=
fnd_message.question ('Yes',
'No',
'',
1,
2,
3);
IF n_button_selection = 1
THEN
Procedure1();
ELSIF n_button_selection = 2
THEN
Procedure2();
ELSE
NULL;
END IF;
This code is working fine But, If the User CLOSE the form(by clicking the 'X' mark), then ELSIF condition is executed and calling the procedure2. I expect the control goes to ELSE and do nothing.
Kindly help.
I modified the code as
fnd_message.set_name ('XX', 'CASCADE_SHIPPING_METHOD');
n_button_selection :=
fnd_message.question ('Yes',
'No',
'Cancel',
1,
2,
3);
--If user select "Yes" option to cascade, then enter inside if and call the proc to cascade
IF n_button_selection = 1
THEN
MESSAGE('Pressed Yes-For Lines Cascading');
shipping_method (l_header_id,
ship_method,
'Lines');
ELSIF n_button_selection = 2
THEN
MESSAGE('Pressed No-For Header Cascading');
shipping_method (l_header_id,
ship_method,
'Header');
ELSE
MESSAGE('Inside ELSE Condition');
NULL;
END IF;
but still If I close the form the control Goes to Button Selection 2 that is ELSIF.
Try this:
fnd_message.set_name ('XX', 'CASCADE_SHIPPING_METHOD');
-- fnd_message.show;
n_button_selection :=
fnd_message.question ('Yes',
'No',
'Cancle',
1,
3);
IF n_button_selection = 1
THEN
Procedure1();
ELSIF n_button_selection = 2
THEN
Procedure2();
ELSE
NULL;
END IF;
Related
So, I've been working on this for the past week. I have tried everything (based on the knowledge I know) and yet nothing... my code didn't work the first time, the second time, the third time... the forth... etc... at the end, I let frustration take control of me and I ended up deleting the whole script. Luckily not the parts and models, otherwise I'm really screwed...
I need to create a game in which I have to create a keypad of sorts, at first I thought GUI would work... no, it needs to be SurfaceGUI, which I don't know how to handle well... Anyway, I needed to create a keypad using SurfaceGUI, and display it on a separate screen, as a typical keypad would...
The Player would first have to enter an "initial" number, meaning in order to enter the randomly generated number he first needed to input the static pin in order to "log in," after that, then he would try to guess the number...
I've literally tried everything I could but nothing... It's mainly because of my lack of experience in LUA, I'm more advanced in Python and barely know a thing in Java... If someone could assist me on how to do this, I would appreciate it greatly
First, download this and put it in a ScreenGui in StarterGui. Then, use the following LocalScript placed inside the PIN frame:
-- Script settings
local len = 4 -- replace this as needed...
local regen = false -- determines whether PIN will regenerate after a failed attempt
local regmes = "Enter PIN..." -- start message of PIN pad
local badmes = "Wrong PIN!" -- message displayed when PIN is wrong
local success = "Correct PIN!" -- message displayed when PIN is right
-- Script workings
local pin = script.Parent
local top = pin.Top
local txt = top.Numbers
local nums = top.NumKeys
local pin
local stpin
local nms
txt.Text = regmes
local see = game:GetStorage("ReplicatedStorage").PINActivate
local function activate()
if pin.Visible then
pin.Visible = false
for _, btn in pairs(nums:GetChildren()) do
btn.Active = false
end
return
else
pin.Visible = true
for _, btn in pairs(nums:GetChildren()) do
btn.Active = true
end
return
end
end
local function rand()
math.randomseed(os.time) -- better random numbers this way
return tostring(math.floor(math.random(0,9.9)))
end
local function gen()
nms = {rand()}
for i=2, len, 1 do
nms[#nms+1]=rand()
end
stpin = nms[1]
for i=2, #nms, 1 do
stpin = stpin..nms[i]
end
pin = tonumber(stpin) -- converts the number string into an actual number
end
gen()
local function activate(str)
if tonumber(str) ~= pin then
txt.Text = badmes
wait(2)
txt.Text = regmes
if regen then
gen()
wait(0.1)
end
return
else
txt.Text = success
wait(2)
activate()
-- insert code here...
end
end
for _, btn in pairs(nums:GetChildren()) do
btn.Activated:Connect(function()
if txt.Text == "Wrong PIN!" then return end
txt.Text = txt.Text..btn.Text
if string.len(txt.Text) >= len then
activate(txt.Text)
end
wait(0.1)
end)
end
see.OnClientEvent:Connect(activate)
And in a Script put this:
local Players = game:GetService("Players")
local see = game:GetService("ReplicatedStorage").PINActivate
local plr
-- replace Event with something like Part.Touched
Event:Connect(function(part)
if part.Parent.Head then
plr = Players:GetPlayerFromCharacter(part.Parent)
see:FireClient(plr)
end
end)
What this will do is bring up a ScreenGui for only that player so they can enter the PIN, and they can close it as well. You can modify as needed; have a great day! :D
There is an easier way, try this
First, Create a GUI in StarterGui, then, Create a textbox and postion it, after that, create a local script inside and type this.
local Password = math.random(1000, 9999)
print(Password)
game.ReplicatedStorage.Password.Value = Password
script.Parent.FocusLost:Connect(function(enter)
if enter then
if script.Parent.Text == tostring(Password) then
print("Correct!")
script.Parent.BorderColor3 = Color3.new(0, 255, 0)
Password = math.random(1000, 9999)
game.ReplicatedStorage.Correct1:FireServer()
print(Password)
game.ReplicatedStorage.Password.Value = Password
else
print("wrong!")
print(script.Parent.Text)
script.Parent.BorderColor3 = Color3.new(255, 0, 0)
end
end
end)
That's all in the textbox.
Or if you want a random username script, create a textlabel, then, create a local script in the textlabel and type in this.
local UserText = script.Parent
local Username = math.random(1,10)
while true do
if Username == 1 then
UserText.Text = "John"
elseif Username == 2 then
UserText.Text = "Thomas"
elseif Username == 3 then
UserText.Text = "Raymond"
elseif Username == 4 then
UserText.Text = "Ray"
elseif Username == 5 then
UserText.Text = "Tom"
elseif Username == 6 then
UserText.Text = "Kai"
elseif Username == 7 then
UserText.Text = "Lloyd"
elseif Username == 8 then
UserText.Text = "Jay"
elseif Username == 9 then
UserText.Text = "User"
else
UserText.Text = "Guest"
end
wait()
end
All of those if statments are checking what username has been chosen. I have made a roblox game like this recently, so I just took all the script from the game.
If you want to check out my game, Click Here
This question already has an answer here:
How to fix run-time error 201
(1 answer)
Closed 5 years ago.
I am having problems with this program. The project is for it to be a cash register.
Program Cash_Register;
var
ItemsPrices: array[1..20] of real;
ItemsNames: array[1..20] of string;
Item_Number: integer;
NameNumber: integer;
PriceTracker: integer; {1}
NameTracker: integer; {1}
To_End_Or_Not_To_End: string;
PriceNumber: integer; {0}
Subtotal: real;
gst_sum: real;
Final_Total: real;
const
GST: real = 0.125; {0.125}
Base: integer = 21; {21}
CR: string = #13; {#13}
LF: string = #10; {#10}
CRLF: string = #13#10; {CR + LF}
begin
{Variable and constant assignment}
PriceTracker:= 1;
NameTracker:= 1;
PriceNumber:= 0;
{This area below starts the name taking and price taking}
while (PriceTracker AND NameTracker) < Base do
begin
{This area below Asks the user for the name of the product}
Writeln('Please enter the name of product ');
write(Item_Number);
write(' please.');
readln(ItemsNames[Item_Number]);
{This area below asks the user for the price of said item}
Writeln('Please enter the price of product ');
write(Item_Number);
write(' please.');
readln(ItemsPrices[Item_Number]);
{This area below imcrements the counter by 1}
Item_Number:= Item_Number + 1;
{This area below asks the user if they want ot continue or not}
writeln('Do you want to stop entering items? [Yes/No]');
readln(To_End_Or_Not_To_End);
{This area below will determine the programs path}
if To_End_Or_Not_To_End = 'Yes' then
continue
else
break
end;
NameNumber:= Item_Number + 1;
PriceNumber:= Item_Number + 1;
Item_Number:= 1;
{This area below defines the code that will create the Subtotal}
while Item_Number < PriceNumber do
begin
Subtotal:= Subtotal + ItemsPrices[Item_Number];
Item_Number:= Item_Number + 1;
end;
gst_sum:= Subtotal * GST;
Final_Total:= Subtotal + gst;
Item_Number:= 1;
{This area below prints the List of items and prices in reciept form}
while Item_Number < NameNumber do
begin
write(ItemsNames[Item_Number]);
write(' Bz$ ');
write(ItemsPrices[Item_Number]);
write(CRLF);
Item_Number:= Item_Number + 1;
continue
end;
{This area below prints a reciept for the customer}
write('Subtotal'#9#9);
write(Subtotal);
writeln('GST tax 12.5%'#9#9 + 'Bz$');
write(gst_sum);
writeln('Total'#9#9 + 'Bz$');
write(Final_Total);
write(CRLF);
writeln('Tips:______________________________');
writeln(CRLF);
writeln('Total:_____________________________');
writeln(CRLF);
writeln('Print Name:________________________');
writeln(CRLF);
writeln('Signature__________________________');
end.
But it compiled and it throws an error at me saying "excited with exitcode 201." I don't want to change the structure and I have no idea what is going on with the compiler as it refuses to run without immediately exiting. What i'm Trying is to see what happens as it is exiting, because I managed to catch a glimpse of the text that should appear on startup. If someone knows what is wrong, do please inform me.
The cause of your problem is staring you in the face, but I suspect you don't know enough yet to realise what it is.
When these lines execute
Writeln('Please enter the name of product ');
write(Item_Number);
write(' please.');
what you see is
Please enter the name of product
0 please.
This is telling you that the value of Item_Number is 0 (zero). Your next statement is
readln(ItemsNames[Item_Number]);
You've declared your ItemNames array as having elements 1 to 20, so there is no ItemNames[0], which is what your readln is trying to read. Same thing with your
readln(ItemsPrices[Item_Number]);
To fix this, assign the value 1 to Item_Number before your while loop begins.
Next, add the statement
readln();
as the very last line of your program (before the end.). That will stop the console window closing before you have a chance to read what your program outputs.
The above should at least get you started on debugging you program. You'll need to learn how to debug the rest yourself. Google yourself some debugger tutorials, e.g. this one https://www.youtube.com/watch?v=LZ90IBa9_8M
Until you get to grips with debugging your own code, you will get absolutely nowhere in Pascal or any other programming language. Others may disagree, but imo it is probably the single most important skill a programmer needs.
I need to compare 2 dates to find out if a computer is EOL or very EOL. Different kind of text is depending on if it is a EOL or VEOL.
Current date is 29-08-2016
Ex. 1 lstrValue = 31-12-2016 = 4
Ex. 2 lstrValue = 31-07-2016 = -1
select case DateDiff("m",Date,CDATE(lstrValue))
case 1, 2, 3
bEOL = true
case else
bVeryEOL = true
end select
The problem in my exampel is that if DateDiff is either 4, 5, 6, ect the bVeryEOL is true. That is not what I'm looking for. I'm only looking for bVeryEOL is true, if the datediff is negativ
I believe you are looking for something like this, then:
EDIT: Changed the code because previous was not valid VBScript
Dim strResult : strResult = DateDiff("m",Date,CDATE(lstrValue))
Select case strResult
Case 1, 2, 3
bEOL = true
Case Else
If strResult < 0 Then
bVeryEOL = True
Else
'add logic
End If
End select
I have this code in a Crystal report. It uses 2 fields, st.pass_total and st.fail_total to calculate the pass ratio. I'd like to replace this Crystal code with PL/SQL code to return just the pass_ratio:
if isnull({st.PASS_TOTAL})
and isnull({st.FAIL_TOTAL}) then pass_ratio:=""
else if (not isnull({st.PASS_TOTAL}))
and isnull({st.FAIL_TOTAL}) then pass_ratio:="100%"
else if (isnull({st.PASS_TOTAL})
or {st.PASS_TOTAL}=0)
and (not isnull({st.FAIL_TOTAL})) then pass_ratio:=""
else pass_ratio:=totext({st.PASS_TOTAL}/({st.PASS_TOTAL}+{st.FAIL_TOTAL})*100)+"%";
This is what I have in PL/SQL, is it correct?
decode((is_null(st.pass_total) AND is_null(st.fail_total)), "",
(not is_null(st.pass_total) AND not is_null(st.fail_total)), "100%",
((is_null(st.pass_total) OR st.pass_total=0) && not is_null(st.fail_total)), "",
(st.pass_total/(st.pass_total+st.fail_total)*100)||"%"))
I also have one that "calculates" the Cutoff value:
if {e.eve_cutoff}=0
or isnull({e.eve_cutoff}) then event_cutoff:="140"
else if {e.eve_cutoff}>0 then event_cutoff:=totext({e.eve_cutoff},0);
This is what I have in PL/SQL, is it correct?
decode(e.eve_cutoff, 0, "140",
e.eve_cutoff, NULL, "140",
eve_cutoff)
Your decode statements have several issues. This syntax can be greatly simplified by using function nvl():
select
case
when nvl(st.pass_total, 0) = 0 then ''
else 100 * st.pass_total / (st.pass_total + nvl(st.fail_total, 0)) ||'%'
end ratio
from st
and:
select decode(nvl(eve_cutoff, 0), 0, '140', eve_cutoff) cutoff from e
[SQLFiddle1] . [SQLFiddle2]
For first select you may also want to round values with function round(), like I did in SQLFiddle -
(if you do not do it you may get overflow error in report).
Hai guys,
I've a query in which i need to interchange the values of two fields.
The query is as follows:
SELECT TO_DATE(A.G_LEDGER_DATE,'dd/mm/YYY')as G_LEDGER_DATE,C.ACC_MASTER_NAME,
A.G_LEDGER_REF_NO ,
NVL(CASE WHEN B.G_LEDGER_SECTION = 1 THEN
CASE WHEN
(SELECT COUNT(*)FROM SOSTRANS.ACC_GEN_LEDGER WHERE G_LEDGER_SECTION = B.G_LEDGER_SECTION AND G_LEDGER_ID = B.G_LEDGER_ID)> 1 THEN
B.G_LEDGER_VALUE ELSE A.G_LEDGER_VALUE END END,0) AS G_LEDGER_DR_VALUE,
NVL(CASE WHEN B.G_LEDGER_SECTION = -1 THEN
CASE WHEN
(SELECT COUNT(*) FROM SOSTRANS.ACC_GEN_LEDGER WHERE G_LEDGER_SECTION = B.G_LEDGER_SECTION AND G_LEDGER_ID = B.G_LEDGER_ID)> 1 THEN
B.G_LEDGER_VALUE ELSE A.G_LEDGER_VALUE END END,0) AS G_LEDGER_CR_VALUE,
B.G_LEDGER_SECTION,C.ACC_MASTER_ID,SUBSTR(A.G_LEDGER_REF_NO,0,3) AS Types,'Z' as OrderChar ,
CASE WHEN A.G_LEDGER_REMARK IS NULL THEN B.G_LEDGER_REMARK ELSE A.G_LEDGER_REMARK END AS Narration
FROM SOSTRANS.ACC_GEN_LEDGER A
LEFT OUTER JOIN SOSTRANS.ACC_GEN_LEDGER B ON A.G_LEDGER_ID = B.G_LEDGER_ID
LEFT OUTER JOIN SOSMASTER.ACC_ACCOUNT_MASTER C ON A.ACC_MASTER_ID = C.ACC_MASTER_ID WHERE A.G_LEDGER_CANCEL='N' AND
B.ACC_MASTER_ID = 'MSOS000001' AND
A.ACC_MASTER_ID <> 'MSOS000001' AND
A.G_LEDGER_SECTION <> B.G_LEDGER_SECTION AND
A.G_LEDGER_DATE >= '25/sep/2009' AND
A.G_LEDGER_DATE<='26/sep/2009'
ORDER BY OrderChar,G_LEDGER_DATE
Now i get the output as
... G_LEDGER_DR_VALUE G_LEDGER_CR_VALUE .....
... 2000 0 .....
... 3000 0 .....
... -1000 0 .....
I need to get the negetive value of the G_LEDGER_DR_VALUE side in G_LEDGER_CR_VALUE and if negetive value exists in G_LEDGER_CR_VALUE then it should be in the G_LEDGER_DR_VALUE field
Can anyone help me to solve this?
If I understood your question well, you select a value (that I will call g_ledger_value) that you want to appear in a different column depending on its sign.
This is how I would do it :
SELECT
CASE WHEN t.g_ledger_value>0 THEN t.g_ledger_value ELSE 0 END AS g_ledger_dr_value,
CASE WHEN t.g_ledger_value<0 THEN t.g_ledger_value ELSE 0 END AS g_ledger_cr_value
FROM
(SELECT g_ledger_value FROM mytable) t;
It sounds like a combination of SIGN() and CASE is what you need ...
CASE WHEN SIGN(G_LEDGER_DR_VALUE) = -1 then ...
ELSE ...
END
etc
SELECT G_LEDGER_DR_VALUE,
CASE WHEN G_LEDGER_DR_VALUE < 0
THEN G_LEDGER_CR_VALUE
ELSE G_LEDGER_DR_VALUE
END
FROM (...)
Is it that you mean? I suggest calculate values of CR___VALUE and DR_VALUE in subquery, and then in wrapping query make CASE which returns you correct value.