Pass Hierarchy Variable to RSR_OLAP_BADI

Hi Gurus,
I am using RSR_OLAP_BADI. Within the variable selection screen there is a hierarchy selection variable, I would like to pass the variable to the 'compute' badi logic.
What is the best way to do this?
Thanks in advance!.

Hello Tom,
Iu2019m glad that You said youu2019re not struggling with Badi. Let me refresh the memory briefly.
Step 1,  Include ZXRSRU01
IF i_s_rkb1d-infocube EQ 'AA'.
IF i_step = '3'.
u2026..
Step 2,  Define Method
CASE i_s_rkb1d-infocube.
WHEN u2018AAu2019.
u2026
append l_s_chanm to c_t_chanm
Step 3,  Compute Method
u2026
ASSIGN COMPONENT XYZ OF STRUCTURE c_s_data
TO <XYYZZ>.
u2026
Logic for  Your Spec
u2026
Jen
PS: Should search for articles about Virtual  KF/Char for more details about step 2 and 3.
Edited by: Jen Yakimoto on Jan 18, 2011 1:35 AM

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    ####Main.as######
            private function enterFrame(event:Event):void {
                alcRCLib.loop(upKey,downKey,leftKey,rightKey);
                alchemyMemory.position=alcScreenBufferPointer;
                screenBitmapData.setPixels(screenBitmapData.rect,alchemyMemory);
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    to get a array of images  for a topdown game, and i wouldn't know how to load these variables to C from a HTTP request but if i can get flash to tell c what they are then every thing worked out
    heres both codes in full
    #####Main.as####
    *Alchemy Ray Caster
    *April 6, 2010
    *Bruce Jawn
    *http://bruce-lab.blogspot.com
    *Copyright (c) <2010> <Bruce Jawn>
    *This software is released under the MIT License
    *<http://www.opensource.org/licenses/mit-license.php>
    package {
    //    import cmodule.Ray_Caster._worldMap;
    //    import cmodule.Ray_Caster._worldMap;
        import cmodule.Ray_Caster.CLibInit;
    //    import cmodule.Ray_Caster.TextFieldI;
        import flash.display.*;
        import flash.text.*;
        import flash.events.*;
        import flash.geom.*;
        import flash.text.engine.TextBlock;
        import flash.text.engine.TextLine;
        import flash.text.TextField;
        import flash.utils.*;
        import flash.ui.*;
        [SWF(width="840", height="880")]
        public class Main extends Sprite {
            [Embed(source="../wolftex/barrel.png")]
            public static var barrelClass:Class;
            [Embed(source="../wolftex/bluestone.png")]
            public static var bluestoneClass:Class;
            [Embed(source="../wolftex/colorstone.png")]
            public static var colorstoneClass:Class;
            [Embed(source="../wolftex/eagle.png")]
            public static var eagleClass:Class;
            [Embed(source="../wolftex/greenlight.png")]
            public static var greenlightClass:Class;
            [Embed(source="../wolftex/greystone.png")]
            public static var greystoneClass:Class;
            [Embed(source="../wolftex/mossy.png")]
            public static var mossyClass:Class;
            [Embed(source="../wolftex/pillar.png")]
            public static var pillarClass:Class;
            [Embed(source="../wolftex/purplestone.png")]
            public static var purplestoneClass:Class;
            [Embed(source="../wolftex/redbrick.png")]
            public static var redbrickClass:Class;
            [Embed(source="../wolftex/wood.png")]
            public static var woodClass:Class;
            //Array to hold all the textures
            private var texs:Array=[];
            private var worldMap:Array = [];
            //private var worldMap[1]:Array=[];
            private static const SCREEN_WIDTH:int=640;
            private static const SCREEN_HEIGHT:int=480;
            private var screenBitmapData:BitmapData;
            private var screenBitmap:Bitmap;
            private var alchemyMemory:ByteArray;
            private var alcRCLib:Object;
            private var cLibInit:CLibInit;
            private var alcScreenBufferPointer:uint;
            private var alcTexPointer:uint;
            private var upKey:int=0;
            private var downKey:int=0;
            private var leftKey:int=0;
            private var rightKey:int=0;
            private var a:flash.text.TextField;
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                stage.align=StageAlign.TOP_LEFT;
                stage.scaleMode=StageScaleMode.NO_SCALE;
                stage.fullScreenSourceRect=new Rectangle(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
                init();
                }//end of function Main
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                initBitmaps();
                initAlchemy();
                initRendering();
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            private function initBitmaps():void {
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                texs.push(prepareBitmapData(new redbrickClass().bitmapData  ));
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                texs.push(prepareBitmapData(new greenlightClass().bitmapData  ));
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                worldMap[1] = (1,2,3,4);
                worldMap[2] = (1,2,3,4);
                worldMap[3] = (1,2,3,4);
                worldMap[4] = (1,2,3,4);
                worldMap[5] = (1,2,3,4);
                worldMap[6] = (1,2,3,4);
                worldMap[7] = (1,2,3,4);
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                outBitmapData.copyChannel(sourceMap,outBitmapData.rect,outBitmapData.rect.topLeft,BitmapD ataChannel.RED,BitmapDataChannel.GREEN);
                outBitmapData.copyChannel(sourceMap,outBitmapData.rect,outBitmapData.rect.topLeft,BitmapD ataChannel.GREEN,BitmapDataChannel.RED);
                outBitmapData.copyChannel(sourceMap,outBitmapData.rect,outBitmapData.rect.topLeft,BitmapD ataChannel.BLUE,BitmapDataChannel.ALPHA);
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                addEventListener(Event.ENTER_FRAME,enterFrame);
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                        upKey=1;
                        break;
                    case Keyboard.DOWN :
                        downKey=1;
                        break;
                    case Keyboard.LEFT :
                        leftKey=1;
                        break;
                    case Keyboard.RIGHT :
                        rightKey=1;
                        break;
                }//end of switch
                }//end of function key_pressed
            private function key_released(e:KeyboardEvent):void {
                switch (e.keyCode) {
                    case Keyboard.UP :
                        upKey=0;
                        break;
                    case Keyboard.DOWN :
                        downKey=0;
                        break;
                    case Keyboard.LEFT :
                        leftKey=0;
                        break;
                    case Keyboard.RIGHT :
                        rightKey=0;
                        break;               
                        }//end of switch
                }//end of function key_released
                }//end of class
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    ###raycaster####
    //Raycasting Engine from Lode's Computer Graphics Tutorial
    //http://www.student.kuleuven.be/~m0216922/CG/raycasting.html
    //Modified for Alchemy by Bruce Jawn
    //http://bruce-lab.blogspot.com
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    #include <math.h>
    #include <stdio.h>
    #include <stdlib.h>
    #include <string.h>
    //============================================================
    //============================================================
    enum bool {false=0,true=!false};
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    #define screenHeight 1480
    #define texWidth 64
    #define texHeight 64
    #define mapWidth 24
    #define mapHeight 24
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    int resX = 0;
    int resY = 0;
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    double ZBuffer[screenWidth];
    //============================================================
    //============================================================
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    int texture[11][texWidth*texHeight];
    #define numSprites 19
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    int spriteOrder[numSprites];
    double spriteDistance[numSprites];
    struct SSprite
      double x;
      double y;
      int texture;
    struct SSprite sprite[numSprites]=
      //green light in front of playerstart
      {20.5, 11.5, 10},
      //green lights in every room
      {18.5,4.5, 10},
      {10.0,4.5, 10},
      {10.0,12.5,10},
      {3.5, 6.5, 10},
      {3.5, 20.5,10},
      {3.5, 14.5,10},
      {14.5,20.5,10},
      //row of pillars in front of wall: fisheye test
      {18.5, 10.5, 9},
      {18.5, 11.5, 9},
      {18.5, 12.5, 9},
      //some barrels around the map
      {21.5, 1.5, 8},
      {15.5, 1.5, 8},
      {16.0, 1.8, 8},
      {16.2, 1.2, 8},
      {3.5,  2.5, 8},
      {9.5, 15.5, 8},
      {10.0, 15.1,8},
      {10.5, 15.8,8},
    //============================================================
    //============================================================
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      {8,8,8,8,8,8,8,8,8,8,8,4,4,6,4,4,6,4,6,4,4,4,6,4},
      {8,0,0,0,0,0,0,0,0,0,8,4,0,0,0,0,0,0,0,0,0,0,0,4},
      {8,0,3,3,0,0,0,0,0,8,8,4,0,0,0,0,0,0,0,0,0,0,0,6},
      {8,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6},
      {8,0,3,3,0,0,0,0,0,8,8,4,0,0,0,0,0,0,0,0,0,0,0,4},
      {8,0,0,0,0,0,0,0,0,0,8,4,0,0,0,0,0,6,6,6,0,6,4,6},
      {8,8,8,8,0,8,8,8,8,8,8,4,4,4,4,4,4,6,0,0,0,0,0,6},
      {7,7,7,7,0,7,7,7,7,0,8,0,8,0,8,0,8,4,0,4,0,6,0,6},
      {7,7,0,0,0,0,0,0,7,8,0,8,0,8,0,8,8,6,0,0,0,0,0,6},
      {7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,6,0,0,0,0,0,4},
      {7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,6,0,6,0,6,0,6},
      {7,7,0,0,0,0,0,0,7,8,0,8,0,8,0,8,8,6,4,6,0,6,6,6},
      {7,7,7,7,0,7,7,7,7,8,8,4,0,6,8,4,8,3,3,3,0,3,3,3},
      {2,2,2,2,0,2,2,2,2,4,6,4,0,0,6,0,6,3,0,0,0,0,0,3},
      {2,2,0,0,0,0,0,2,2,4,0,0,0,0,0,0,4,3,0,0,0,0,0,3},
      {2,0,0,0,0,0,0,0,2,4,0,0,0,0,0,0,4,3,0,0,0,0,0,3},
      {1,0,0,0,0,0,0,0,1,4,4,4,4,4,6,0,6,3,3,0,0,0,3,3},
      {2,0,0,0,0,0,0,0,2,2,2,1,2,2,2,6,6,0,0,5,0,5,0,5},
      {2,2,0,0,0,0,0,2,2,2,0,0,0,2,2,0,5,0,5,0,0,0,5,5},
      {2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,5,0,5,0,5,0,5,0,5},
      {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5},
      {2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,5,0,5,0,5,0,5,0,5},
      {2,2,0,0,0,0,0,2,2,2,0,0,0,2,2,0,5,0,5,0,0,0,5,5},
      {2,2,2,2,1,2,2,2,2,2,2,1,2,2,2,5,5,5,5,5,5,5,5,5}
    //============================================================
    //============================================================
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    double dirX = -1.0, dirY = 0.0; //initial direction vector
    double planeX = 0.0, planeY = 0.66; //the 2d raycaster version of camera plane
    int K_LEFT=0;
    int K_RIGHT=0;
    int K_UP=0;
    int K_DOWN=0;
    //speed modifiers
    double moveSpeed =  .30; //the constant value is in squares/second
    double rotSpeed =   .20; //the constant value is in radians/second
    //============================================================
    //============================================================
    AS3_Val initializeScreenBuffer(void* self, AS3_Val args)
        AS3_ArrayValue(args, "IntType, IntType", &resX, &resY);
        tBuffer = malloc( resX * resY * sizeof(int) );
        return AS3_Ptr( tBuffer );
    }//end of initializeScreenBuffer
    //used to load some textures & sprite textures
    AS3_Val initializeTexBuffer(void* self, AS3_Val args)
        int index;
        AS3_ArrayValue(args, "IntType", &index);
        return AS3_Ptr( texture[index] );
    }//end of initializeTexBuffer
    //start the main loop
    AS3_Val loop( void* self, AS3_Val args )
        AS3_ArrayValue(args,"IntType,IntType,IntType,IntType",&K_UP,&K_DOWN,&K_LEFT,&K_RIGHT);
        CastRay();
        int opos,j,i,jpos;
        for(j=0; j < resY; j++ ){
            jpos = resX*j;
            for(i=0; i < resX; i++ ){
                opos = (jpos+i);
                tBuffer[opos] = buffer[i][j];
            }//end of for
        }//end of for
        return 0;
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        AS3_Val loopMethod = AS3_Function( NULL,loop );
        AS3_Val initializeTexBufferMethod = AS3_Function( NULL,initializeTexBuffer );
        AS3_Val result = AS3_Object("initializeScreenBuffer:AS3ValType,loop:AS3ValType,initializeTexBuffer:AS3ValT ype"
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        AS3_Release( loopMethod );
        AS3_Release( initializeTexBufferMethod );
        AS3_LibInit( result );
        return 0;
    }//end of main
    //================================================================
    //================================================================
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        printf ("Hello World!\n");
        int x;
        int y;
        int w=screenWidth;
        int h=screenHeight;
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          double rayPosX = posX;
          double rayPosY = posY;
          double rayDirX = dirX + planeX * cameraX;
          double rayDirY = dirY + planeY * cameraX;
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          int mapX = (int)(rayPosX);
          int mapY = (int)(rayPosY);
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          double sideDistY;
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          int stepY;
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