Problem in CREATE_TEXT  FM

Hi ,
   In our RFC to place an order we are using the FM CREATE_TEXT to save header text in salesorder . The text that needs to be saved  is entered through the front end ( java ). Now the issue we are facing is that , if  in the front end they use a new line character while they enter the header text  ( i.e. , if the user press enter ) , the same character is being stored in SAP as ##. We don't want this character to be stored as it is creating some errors while transferring the sales order data to some other system other than SAP , through IDOC's .
Assumption is that ## is a command for page break (probably done when entered the text in the front end and translated into this command when posting the text in SAP).
Is there anyway that we can avoid this special character being stored in SAP ?
Any help in this regard would be highly appreciated
Regards,
Beena

Hi Beena,
While passing the text to the FM CREATE_TEXT, why dont you search and replace '##' with a single blank space?
Or, you dont have control over the text passed to the FM?
Understood that you dont find them while creating, then use FMs READ_TEXT modify the text, so that these are removed('##') and again use FM SAVE_TEXT, to save the text.
Regards,
Raj
Message was edited by: Rajasekhar Dinavahi

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    Message was edited by: Rajasekhar Dinavahi

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    I see the problem now,  it shows in STXH, but not in CO02.  The problem is that in this transaction,  it checks an indicator in AUFK called LTEXT.  This needs to be set in order to show the text in the text container in CO02.  Normally, I wouldn't suggest a direct table update, but in this case it may be ok to do so.  Move SY-LANGU to this field and update, then the text should show fine in the CO02 transaction.  See the sample program,  this works in my system.  I can see the text in the container in CO02.
    report zrich_0001.
    data: xaufk  type aufk.
    data: header type thead.
    data: ilines type table of tline with header line.
    parameters: p_aufnr type aufk-aufnr.
    header-tdobject = 'AUFK'.
    concatenate sy-mandt p_aufnr into header-tdname.
    condense header-tdname no-gaps.
    header-tdid = 'KOPF'.
    header-tdspras = sy-langu.
    ilines-tdline = 'This is a test 1'.
    append ilines.
    ilines-tdline = 'This is a test 2'.
    append ilines.
    call function 'SAVE_TEXT'
      exporting
        client                = sy-mandt
        header                = header
         savemode_direct       = 'X'
      tables
        lines                 = ilines
    exceptions
       id                    = 1
       language              = 2
       name                  = 3
       object                = 4
       others                = 5
    <b>
    * Direct Database Update.
    if sy-subrc = 0.
      select single * into xaufk from aufk
                  where aufnr = p_aufnr.
      check sy-subrc = 0.
      xaufk-ltext = sy-langu.
      modify aufk from xaufk.
    endif.</b>
    Regards,
    Rich Heilman

  • A problem with threads

    I am trying to implement some kind of a server listening for requests. The listener part of the app, is a daemon thread that listens for connections and instantiates a handling daemon thread once it gets some. However, my problem is that i must be able to kill the listening thread at the user's will (say via a sto button). I have done this via the Sun's proposed way, by testing a boolean flag in the loop, which is set to false when i wish to kill the thread. The problem with this thing is the following...
    Once the thread starts excecuting, it will test the flag, find it true and enter the loop. At some point it will LOCK on the server socket waiting for connection. Unless some client actually connects, it will keep on listening indefinatelly whithought ever bothering to check for the flag again (no matter how many times you set the damn thing to false).
    My question is this: Is there any real, non-theoretical, applied way to stop thread in java safely?
    Thank you in advance,
    Lefty

    This was one solution from the socket programming forum, have you tried this??
    public Thread MyThread extends Thread{
         boolean active = true;          
         public void run(){
              ss.setSoTimeout(90);               
              while (active){                   
                   try{                       
                        serverSocket = ss.accept();
                   catch (SocketTimeoutException ste){
                   // do nothing                   
         // interrupt thread           
         public void deactivate(){               
              active = false;
              // you gotta sleep for a time longer than the               
              // accept() timeout to make sure that timeout is finished.               
              try{
                   sleep(91);               
              }catch (InterruptedException ie){            
              interrupt();
    }

  • A problem with Threads and MMapi

    I am tring to execute a class based on Game canvas.
    The problem begin when I try to Play both a MIDI tone and to run an infinit Thread loop.
    The MIDI tone "Stammers".
    How to over come the problem?
    Thanks in advance
    Kobi
    See Code example below:
    import java.io.IOException;
    import java.io.InputStream;
    import javax.microedition.lcdui.Graphics;
    import javax.microedition.lcdui.Image;
    import javax.microedition.lcdui.game.GameCanvas;
    import javax.microedition.media.Manager;
    import javax.microedition.media.MediaException;
    import javax.microedition.media.Player;
    public class MainScreenCanvas extends GameCanvas implements Runnable {
         private MainMIDlet parent;
         private boolean mTrucking = false;
         Image imgBackgound = null;
         int imgBackgoundX = 0, imgBackgoundY = 0;
         Player player;
         public MainScreenCanvas(MainMIDlet parent)
              super(true);
              this.parent = parent;
              try
                   imgBackgound = Image.createImage("/images/area03_bkg0.png");
                   imgBackgoundX = this.getWidth() - imgBackgound.getWidth();
                   imgBackgoundY = this.getHeight() - imgBackgound.getHeight();
              catch(Exception e)
                   System.out.println(e.getMessage());
          * starts thread
         public void start()
              mTrucking = true;
              Thread t = new Thread(this);
              t.start();
          * stops thread
         public void stop()
              mTrucking = false;
         public void play()
              try
                   InputStream is = getClass().getResourceAsStream("/sounds/scale.mid");
                   player = Manager.createPlayer(is, "audio/midi");
                   player.setLoopCount(-1);
                   player.prefetch();
                   player.start();
              catch(Exception e)
                   System.out.println(e.getMessage());
         public void run()
              Graphics g = getGraphics();
              play();
              while (true)
                   tick();
                   input();
                   render(g);
          * responsible for object movements
         private void tick()
          * response to key input
         private void input()
              int keyStates = getKeyStates();
              if ((keyStates & LEFT_PRESSED) != 0)
                   imgBackgoundX++;
                   if (imgBackgoundX > 0)
                        imgBackgoundX = 0;
              if ((keyStates & RIGHT_PRESSED) != 0)
                   imgBackgoundX--;
                   if (imgBackgoundX < this.getWidth() - imgBackgound.getWidth())
                        imgBackgoundX = this.getWidth() - imgBackgound.getWidth();
          * Responsible for the drawing
          * @param g
         private void render(Graphics g)
              g.drawImage(imgBackgound, imgBackgoundX, imgBackgoundY, Graphics.TOP | Graphics.LEFT);
              this.flushGraphics();
    }

    You can also try to provide a greater Priority to your player thread so that it gains the CPU time when ever it needs it and don't harm the playback.
    However a loop in a Thread and that to an infinite loop is one kind of very bad programming, 'cuz the loop eats up most of your CPU time which in turn adds up more delays of the execution of other tasks (just as in your case it is the playback). By witting codes bit efficiently and planning out the architectural execution flow of the app before start writing the code helps solve these kind of issues.
    You can go through [this simple tutorial|http://oreilly.com/catalog/expjava/excerpt/index.html] about Basics of Java and Threads to know more about threads.
    Regds,
    SD
    N.B. And yes there are more articles and tutorials available but much of them targets the Java SE / EE, but if you want to read them here is [another great one straight from SUN|http://java.sun.com/docs/books/tutorial/essential/concurrency/index.html] .
    Edited by: find_suvro@SDN on 7 Nov, 2008 12:00 PM

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