Nonconformance DMT allows negatives

Heads up, that’s DMT, not DMR.

When you create a Nonconformance with DMT, it does not seem to reliably honor the “STOP” option on a part class (to prohibit negatives). Out of 3 or 4 tests where a bin would go negative (or was already), only once did the DMT not allow it to go through.

The UI did block me as expected.

Reason for this discovery is that I was working on an Epicor Function to create a Nonconformance. (It’s done and working now.)

I traced the UI and the DMT. I started with DMT, since I thought that would be nice and streamlined.

Well apparently DMT and the UI use different BO methods for checking for negative inventory.

  • DMT uses NonConf.NegativeInventoryTest
  • UI uses NonConf.ValidateQtyInventoryTest

So I made my EFx with ValidateQtyInventoryTest and that has worked well in testing, even when I tried to confuse it with odd UOMs.

And there you go.

DMT trace:
image

UI trace:
image

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Push support to give this to development!

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Oh, the really odd thing - if 20 FT would make it go negative, it would block it.

But if I tried 2,000 FT, it let it go on through.

I got nothing.

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What is this “support” you speak of?

This is as far as I was going to go with it…

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lol ticket with Epicare

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Season 3 Baseball GIF by The Simpsons

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I mean, just imagine how long it would take to explain this.

Yes, you all understand it in a couple minutes. But the burden of proof required for me to convince EpicCare is monumental. How many times are they going to tell me to consult Professional Services?

No thanks; I’m good.

  • Nonconformance via DMT is pretty rare (on this site, it sure is anyway).
  • Blocking negatives is also not terribly common.
  • Combined, it’s like Halley’s Comet. The odds of this are miniscule.

The only person I would ever expect to need to know this is the one who is trying to make an Epicor Function like I am doing.

Sure the fix is simple - the DMT should use the same method as the UI. But I’m not fighting that fight.

For @klincecum and @josecgomez since you all love widgets, here is what it looks like.

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Video Games No GIF by HyperX

lol jk

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Scared Meet The Browns GIF by TV One

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As a side thought, I am curious what requiresUserInput on PreUpdate is for:

I assume it does something so I handled it here:

image

I guess I’ll find out once it is in Production…

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OK cool, thank you.

Is that on the Swagger page?

This is from the 10.2.700 BO tech ref guide which can be downloaded from Epicweb

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Ha, I’ll still leave my output the way it is.

image

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At least we see some form of code :rofl:

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