在docusign中,我可以请求信封ID列表的状态

时间:2014-03-11 22:45:38

标签: docusignapi

我正在探索docusign API。 我试图了解状态API

是否可以实现以下功能

是否可以请求一组信封ID的状态。我已经看到了申请ONE信封id状态的文档。

感谢您阅读

2 个答案:

答案 0 :(得分:2)

是的,您可以通过DocuSign API轻松请求一组信封的状态。我建议您浏览DocuSign Developer Center,其中介绍了API Explorer中的工具以及“入门”部分中的API演练。

在这里查看第5(中)步骤,标题为获取信封状态 - http://iodocs.docusign.com/apiwalkthroughs

演练向您展示了6种语言(PHP,Java,Javascript,C#,Python,Objective-C)的api调用,以获取一组信封的状态。使用URL参数,您可以按状态和日期进行过滤。

您需要进行的API调用是:

方式

GET

<强> URI

/accounts/{accountId}/envelopes

可选网址参数

  1. from_date(url encoded)
  2. 状态(按实时信封状态过滤)
  3. 如前所述,from_date需要进行URL编码。例如,要过滤自2014年3月1日以来发送,传递或完成的所有信封,您需要将以下内容附加到URL:

    /envelopes?from_date=3%2F1%2F2014&status=sent,delivered,completed
    

答案 1 :(得分:2)

是DocuSign允许retrieving statuses for multiple envelopes

但是,我实际上发现上述文档不准确并且缺少一些信息。 HTTP方法应为envelope_ids,参数应命名为GET /accounts/{accountId}/envelopes/status?envelope_ids=abc,def

这样就会给你一个例子查询:

class GLWidget(QtOpenGL.QGLWidget):
    def __init__(self, parent=None):
        self.parent = parent
        QtOpenGL.QGLWidget.__init__(self, parent)
        self.current_position = 0

    def initializeGL(self):
        self.initGeometry()

        self.vertex_code = """
            #version 120
            attribute vec4 color;
            attribute float x_position;
            attribute float y_position;
            varying vec4 v_color;
            void main()
            {
                gl_Position = vec4(x_position, y_position, 0.0, 1.0);
                v_color = color;
            } """

        self.fragment_code = """
            #version 120
            varying vec4 v_color;
            void main()
            {
                //gl_FragColor = v_color;
                gl_FragColor = vec4(1,1,1,1);
            } """

        ## Build and activate program
        # Request program and shader slots from GPU
        self.program = GL.glCreateProgram()
        self.vertex = GL.glCreateShader(GL.GL_VERTEX_SHADER)
        self.fragment = GL.glCreateShader(GL.GL_FRAGMENT_SHADER)

        # Set shaders source
        GL.glShaderSource(self.vertex, self.vertex_code)
        GL.glShaderSource(self.fragment, self.fragment_code)

        # Compile shaders
        GL.glCompileShader(self.vertex)
        GL.glCompileShader(self.fragment)

        # Attach shader objects to the program
        GL.glAttachShader(self.program, self.vertex)
        GL.glAttachShader(self.program, self.fragment)

        # Build program
        GL.glLinkProgram(self.program)

        # Get rid of shaders (not needed anymore)
        GL.glDetachShader(self.program, self.vertex)
        GL.glDetachShader(self.program, self.fragment)

        # Make program the default program
        GL.glUseProgram(self.program)

        # Create array object
        self.vao = GL.glGenVertexArrays(1)
        GL.glBindVertexArray(self.vao)

        # Request buffer slot from GPU
        self.x_data_buffer = GL.glGenBuffers(1)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.x_data_buffer)
        GL.glBufferData(GL.GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(self.x), self.x, GL.GL_DYNAMIC_DRAW)

        self.y_data_buffer = GL.glGenBuffers(1)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.y_data_buffer)
        GL.glBufferData(GL.GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(self.y), self.y, GL.GL_DYNAMIC_DRAW)




        ## Bind attributes
        #self.stride = self.x.strides[0]
        #self.offset = ctypes.c_void_p(0)
        self.loc = GL.glGetAttribLocation(self.program, "x_position".encode('utf-8'))
        GL.glEnableVertexAttribArray(self.loc)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.x_data_buffer)
        GL.glVertexAttribPointer(self.loc, 1, GL.GL_FLOAT, GL.GL_FALSE, 0, 0)

        #self.stride = self.y.strides[0]
        #self.offset = ctypes.c_void_p(0)
        self.loc = GL.glGetAttribLocation(self.program, "y_position".encode('utf-8'))
        GL.glEnableVertexAttribArray(self.loc)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.y_data_buffer)
        GL.glVertexAttribPointer(self.loc, 1, GL.GL_FLOAT, GL.GL_FALSE, 0, 0)


    def resizeGL(self, width, height):
        if height == 0: height = 1

        GL.glViewport(0, 0, width, height)
        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glLoadIdentity()
        aspect = width / float(height)

        GLU.gluPerspective(45.0, aspect, 1.0, 100.0)
        GL.glMatrixMode(GL.GL_MODELVIEW)

    def paintGL(self):
        GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)

        GL.glDrawArrays(GL.GL_LINE_STRIP, 0, self.bins)


    def initGeometry(self):
        self.bins = 1000

        self.x = np.linspace(-0.5,0.5,self.bins)
        self.y = np.array([np.sin(val*2*np.pi) for val in self.x])
        self.color = np.array([(1,1,1,1) for x in np.arange(self.bins)])


    def addPoint(self, point):
        #print('ADD POINT')
        self.y[self.current_position] = point
        if self.current_position < self.bins-1:
            self.current_position += 1
        else:
            self.current_position = 0

        return True

    def render(self):
        #print('RENDER')
        self.updateGL()
        return True

响应包含标准的DocuSign分页字段,但如果包含在请求中,它们似乎不会被处理。在文档中没有提到一次可以检索的最大包络数。