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How Outsourcing Document Indexing Can Improve Your Business Efficiency in 2024

Documents are the heart of business operations, and keeping your documents organized is essential for staying ahead of the competition. In order to focus on your core business operations, it is advisable to outsource document indexing services. Find a reliable partner company that can support you with such important yet time-consuming tasks. As per the latest trend, it is seen that organizations that focus on key elements of business and outsource their tedious work to a reliable outsourcing partner are growing faster in the industry.
Impacts of Outsourcing Document Indexing Services on Businesses
There are many ways to increase your business efficiency, and one of them is outsourcing document indexing services. Get in-depth details on how businesses are using the skilled professionals of an outsourcing firm to process their documents. Check out the list of things that can impact your business and help leverage document indexing services.
Utilize In-house Resources:
Your business can use the important resources of the company on other core operations, which will save a lot on the efforts of the core team on such time-consuming and tedious work. As a strong team, it is vital to utilize the resources in the business growth and development process that require critical thinking and brainstorming; thus, outsourcing indexing services can make your team available for such urgent and value-adding tasks in daily operations.
Save on Work Space:
Outsourcing document indexing services can be beneficial in two ways. One of them is saving on workspace to store the documents in physical form. A document management system is ideal to handle the storage and management of data. On the other hand, you will also save on workspace by not performing the document indexing work in-house and hiring additional staff. It will overall save on your resource budget and storage space.
Precision Control and Accuracy:
Data is very important in daily business operations, and it has to be accurate and precise. Professionals that perform document indexing services are skilled in the work and offer high-quality results with high precision and accuracy. It becomes significantly more important to control the precision level as per your business needs and inform your service provider to match the level of accuracy you are expecting from the document indexing service results.
Data Security and Compliance:
Professional document indexing service providers take into consideration the security of your business data. As a business owner, you need to protect your sensitive information from theft or fraud. Outsourcing document indexing services to a reliable partner can reduce your hassle of worrying about data compliance and security, as they are trained to handle data securely and adhere to compliance.
Easy To Access & Store Data:
Document indexing will keep your data handy and easy to access as and when needed for the business operations. Also, it is easy to retrieve data from digital files and search for a specific piece of information among the piles of data files. In the modern day business process, it is very essential to organize your documents in such a way that every department or team can have updated information. Digital files with secure access can lead to faster operational work without loosing time on searching for data in stored files.
Custom Document Indexing:
Every business is different and has unique needs for indexing services. Outsourcing indexing services to a flexible and reliable service provider will offer a customized solution as per your business requirements. Tailored services that suit your daily tasks will improve your business efficiency by 30%. It is very essential to have documents indexed on the basis of your scale and the needs of your business operations.
The Top 7 Benefits of Outsourcing Document Indexing Services in 2024
If you want to improve your business efficiency, it is highly advisable to outsource your document indexing and archiving work to professionals. You can take a look at the list of advantages of document indexing services outsourced.
1. Business Expansion: You can use the resources of your service provider to expand your business operations. If you are collaborating with professional teams, there is no further need to hire staff in-house or manage the additional workforce.
2. Flexible Working Hours: Your document indexing work can be performed flexibly. Depending on daily requirements, you can adjust your work approach or team count with a partner company.
3. Affordable Solutions: As outsourcing document indexing services will save you on operational costs, it is also possible to get competitive prices from service provider companies for the best quality indexing services.
4. Support Team Available: Most outsourcing companies offer client support around the clock to ensure top-notch quality services. It is very useful to stay in touch with the team as and when needed to have a flawless operating business.
5. Quick Turnaround Time: Depending on your business requirements, you can check for the fastest turnaround time possible and get the results within your desired time frames. It will make your operations quick and accurate.
6. Easy Updates and Maintenance: Data can change with time, and documents need to be updated on a regular basis to stay in compliance. Digital data is much easier to update and save to maintain the latest records stored for crucial tasks.
7. Business Process Automation: In most of the administrative work, data plays a vital role. It is important to automate business processes and utilize the data stored using document indexing services in order to manage information efficiently.
In short, if you have a complex data storage system for your business operations, it is highly advisable to outsource document indexing services and make your business efficient in 2024. As modern-day businesses have unique needs, it is essential to have tailored solutions as per your specific needs.
Source Link: https://dataentrywiki.blogspot.com/2024/05/how-outsourcing-document-indexing-can-improve-your-business-efficiency-in-2024.html
#dataindexingservices#documentindexingsolutions#indexingservices#documentindexingservices#outsourceindexingservices#professionalindexingservices#documentindexing#dataindexing
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Follow for more @sundaram_vikram #vikramsundaram #index #worldindex #data #dataindex #theindex #businessindex #business #businessnews #entrepreneurs #revenue #instaworld #learn #white #post #newpost #twitterpost #edited #reading #knowledge #indian #india #indianEconomy #indianstreaming #Vikram #Sundaram Twitter/VIKSundaram (at India) https://www.instagram.com/p/COCsNv4BIbK/?igshid=st8shew5gbfo
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Ripple on the Forbes most innovative fintech list six other blockchain firms also make it to list 0 16 Share Graph Protocol Inc, an Information Technology and Services company based in San Francisco, California. #cryptomite #cryptocurrency #cryptomemes #cryptocommunity #cryptocurrencymarket #ethereummining #ether #eth #hardfork #dailycryptocurrencyupdates #cryptonews #tron #bitcoin #btc #bitcointrading #stables #stablecoin #bitcoinmemes #smartcontracts #ethereum #dataindexing — view on Instagram http://bit.ly/2WOBFzO
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ExtJS-Nuestra primera grid
Ext.application({ name : 'MyApp', launch : function() { Ext.widget({ renderTo : Ext.getBody(), xtype : 'grid', title : 'Grid', width : 650, height : 300, plugins : 'rowediting', store : { fields : [ 'name', 'age', 'votes', 'credits' ], data : [ [ 'Bill', 35, 10, 427 ], [ 'Fred', 22, 4, 42 ] ] }, columns: { defaults: { editor : 'numberfield', width : 120 }, items: [ { text: 'Name', dataIndex:…
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Tasks Smart Everything
Holographic Pets: Further developments in AI technology will make holographic images more realistic and give them a smart core. Holographic pets will be the best choice for lazy people. Pets presented by holographic images not only have a realistic shape, but also have the pet thinking ability given by AI technology. They can play and communicate with people like real pets, but they will not get sick, damage furniture or bring cleaning problems. Role: A busy office worker who wants to raise a pet but does not have time. AI holographic pets can achieve the accompanying effect of real pets on the owner, have a realistic touch and realistic shape and do not need to worry about pets destroying family health, long-term travel and pet inconvenience.
reference:
https://finance.qq.com/a/20170721/050455.htm
http://image.so.com/v?q=%E5%85%A8%E6%81%AF%E5%AE%A0%E7%89%A9&src=tab_www&correct=%E5%85%A8%E6%81%AF%E5%AE%A0%E7%89%A9&cmsid=575f13cf99888f2d49e32a7da2962407&cmran=0&cmras=6&cn=0&gn=0&kn=0#multiple=0&gsrc=1&dataindex=140&id=23b46eee1d302935378bdc338ff0166b&prevsn=60&currsn=120&jdx=140&fsn=60&adsimgsn=0
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How to Build React 16 Web Apps with the Sencha Grid
React 16 is the first version of React built on top of React’s new core architecture, codenamed "Fiber". React 16 is designed from the ground up to support asynchronous rendering, which allows processing large component trees without blocking the main execution thread. It supports a number of key features such as catching exceptions using error boundaries, returning multiple components from render, reduced file size and support for MIT license.
If you’re developing a data-driven web application with React 16, chances are you’ll use a grid or spreadsheet-like interface at some point to display data for your users. Depending on the context, your users may expect the grid in your application to be capable of:
Scrolling with a fixed header
Sorting by clicking on a column header
Showing and hiding specific columns
Paging, grouping, and summarization
Editing data in cells
Exporting to Excel
Drilling down/row expansion
A grid can be one of the trickiest and most complex UI components to build in React because many of the necessary features require both significant React expertise, as well as the willingness and ability to dig down into the DOM. Fortunately, the ExtReact Grid provides all of these capabilities and more.
In this article, we’re going to create an example using the Sencha ExtReact Grid that shows information about Stocks and equities companies. If you want to code a grid using an HTML table or another third-party component, you might have to do something like handle clicking on a column header to sort, or clicking on a divider between a column header to resize, or maybe sliding a pager and doing a fetch for the next page of data. With ExtReact Grid, these functionalities are built in. Want to try it yourself? Get started with a 30-day free trial of ExtReact today — sign up here.
Let’s get started with building an application using ExtReact Grid.
Getting Started with ExtReact App Generation
To get started on developing a React application with ExtReact components, please follow the steps below:
Make sure you have a Node environment set up
First, make sure you have Node 8.11+ and NPM 6+ set up on your system. You can download the latest Node version from the Node web site. If you’ve already installed Node, you can easily check the node and npm versions by using these commands:
node -v npm -v
Get your login credentials for the ExtReact npm repo
ExtReact npm packages are hosted on Sencha’s private npm repo. You log in to that repo once to get access to all ExtReact packages. To get login credentials, go to the ExtReact 30-Day Free Trial page and fill out the form. We’ll send you an email with login details as well as some links to resources such as the docs and sample projects.
Login to ExtReact npm repo and get ExtReact app generator
The next step is to log in to Sencha’s private npm repo, which hosts the ExtReact packages. Use your npm login (provided in the email) to associate the repo with the @sencha scope, and enter the credentials when prompted:
npm login — registry=http://npm.sencha.com — scope=@sencha
The next step is to install ExtReact generator package.
npm install -g @sencha/ext-react-gen
Create your first React App
Run the Yeoman generator to create your first ExtReact app:
ext-react-gen app your-app-name-here -i
The generator will ask you to name your app, name the npm package, and select a theme. The default Material theme (based on Google’s Material design guidelines) is a good choice as a starting theme. Select "Generate an Empty App". The generator will also prompt you to create a new directory for your project. The generator will then download and create your sample application, including relevant dependencies.
Run your React App
In the generator output, you will find steps to run your application. It’s as simple as changing to your new application directory and running the application using:
npm start
This will fire up the app, your empty React app will just show up with the title of the app. The main component (e.g. StocksGrid) in the application has one container at the root, which is marked as full screen, layout is set to fit, which means it will stretch its child to fill it.
See the code up to this step on GitHub.
Adding a Grid to the application
Add Stocks Data
We’ll be adding an example data set, called stocks.json to the application. It’s a fairly large data set, around 10,000 rows in json, and each row represents a company or ticker symbol — so we have the name of the company, ticker symbol, sector, industries they are in, and an array of ticks which are the last 5 sales of that stock. This is the data we’re going to display in our grid. In a real-world application, all of this data would be returned on the back-end. We’re going to load it statically for this sample application rather than go through all of the mechanics of how to build a back-end rest API. But it’s going to be loaded in the exact same way you would fetch from a real back-end.
Creating a Basic Grid
In the StockGrid component render method, we’re going to return a grid with columns.
To put columns in our grid, we use a column component, and it takes a data index that is the same as the name field of the stocks data. It takes a text prop that is the column header text, and then we can also give the column a width, like a fixed width or a flex or a combination of flex and minimum or maximum as well. We’ll add column components for company name, symbol, ticks, sector, and industry. Create a new StocksGrid class with Grid as shown below:
<Grid > <Column dataIndex="name" text="Name" width={300} /> <Column dataIndex="symbol" text="Symbol" /> <Column dataIndex="ticks" text="Trend" /> <Column dataIndex="sector" text="Sector" width={200} /> <Column dataIndex="industry" text="Industry" width={350} /> </Grid>
Now, add StockGrid to Class App as shown below:
export default class App extends Component { render() { return ( <ExtReact> <StocksGrid /> </ExtReact> ) } }
See the code up to this step on GitHub.You will be able to see the web application with empty Grid on npm start.
Binding Stock Data with Grid
A grid in ExtReact is a data table that pulls in and renders data from an Ext Data Store. In ExtReact, our store implementation is a data structure that allows you to sort and filter data for a grid or components (like lists or charts).
We can now start by loading the stocks data and creating a store. Again, grids always grab their data from the store, and some of the interactions with grid will trigger events on the store, like reloading or sorting or paging. So to do that, we’ll create our store here.
The Ext data store is different from the flux store. What makes the grid and the store a little different from the standard React approach is that the two are tightly integrated. Typically, you can pass data directly to a store, or a store can pull data on its own from a back-end using a proxy. With ExtReact Grid, you get interactive functionality like filtering, sorting, paging, grouping, and summarization without having to actually code it.
For this example, we’re passing the data directly to the store from the Stocks data file. You can also create a store with a proxy config — having a proxy allows us to do all sorts of great things like remote paging, filtering, and sorting. We set autoload to true, so it automatically loads the grid. The data isn’t particularly sorted by any criteria, so we’re going to have it sort on the client-side by specifying the name property.
this.store = new Ext.data.Store({ data: stocks, autoLoad: true, sorters: [{ property: 'name' }], listeners: { update: this.onRecordUpdated } })
In the Grid, assign the store config to the store that was created.
<Grid store={this.store}> ... </Grid>
Now, we have a grid with all the data as shown below:
With this simple code, you get a lot of features for free — such as sorting — which allows you to click on any column header and it automatically sorts (see the symbol column in the example below).
In this case, the sorting is done on the client side. But if we implemented a real back-end API, we could configure the proxy to do remote sorting on the back-end and use an "order by clause" in the database to do a sort.
You also get resizable columns for free. So even though we set a width on these columns, if the user wants to see something or close something, he can do that by dragging the column from side to side.
You also get a nice grouping feature too. So if we wanted to group by industry, we could say group by this field, and it will group all of the data by the value of industry, and it will give you a pinned header as you scroll down for each of the groupings.
You’ll notice that this data is rendering pretty quickly for 10,000 records. The reason it renders so quickly is because it’s using what we call buffered rendering. So despite the fact that this table looks full, and you can scroll down and it keeps going and going, on initial loading it only renders a little bit more than what you’re actually seeing in terms of the "view port height."
The post How to Build React 16 Web Apps with the Sencha Grid appeared first on SitePoint.
by Sandeep Adwankar via SitePoint https://ift.tt/2pqjiBE
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
This article is originally published on devcrew.io.
In our previous posts on editor scripting, we discussed an overview and importance of editor scripting. We explored Gizmos, Custom Inspectors and Editor Windows in the part 1 and part 2. Now in this part, we will give you an insight and overview of scriptable objects.
What are Scriptable Objects?
According to Unity:
“A class, derived from Unity’s Object class, whose references and fields can be serialized.”
How scriptable objects look like
Scriptable object is a special type of object that doesn't need to be present in the scene or doesn't need to be attached on a game object to exist, because it can be saved as an asset in the project. The major use of scriptable object is to save data in a persistent way. It is just a data-only version of MonoBehavior and can only hold data variables.
What they can do?
Scriptable objects can be built/generated into Unity and can be saved as assets inside the project. They can be saved during runtime which means if you have to change something on runtime or play-mode, you can retain those changes using scriptable objects. You don't have to worry about parsing/serializing your data during runtime, they will do that for you. As it can store only data and is almost same as MonoBehavior, you don't have to worry about it's inter-op communication with your classes.
What are the limitations?
There are some limitations of scriptable objects which should be kept in mind while using them. They require editor scripting because they can only be created inside the editor. Also, you can't edit them outside Unity using a third-party tool. Because of this, they are meant to be used for saving and managing development life-cycle data only; i.e. they cannot be modified or saved once deployed. In short, scriptable objects are best for storing game development/game design data and optimized data loading.
Possible Usage Scenarios
You want to tweak values during play mode and want to retain them.
You want to change all game objects of some type.
You don't want to change game designer or artist to mess with the irrelevant values of your game object.
In all above scenarios, scriptable objects are useful and can always be saved into their own unique asset file. You can easily edit ScriptableObject instances during play mode and let game designers/artist iterate without worrying about the actual game data. Moreover, your scenes and prefabs will save and load faster. Also, it has a robust Separation of Concern (SoC) pattern implemented.
Example
Let's get hands on playing with scriptable objects. We have a simple class 'Player.cs' right now:
public class Player : MonoBehaviour { //Player data public string _name; public int _health; public Color _color; private MeshRenderer _renderer; void Awake() { _renderer = GetComponent<MeshRenderer>(); _name = "John"; _health = 100; _renderer.material.color = Color.green; }
Our player is a placeholder cube (to keep it simple to understand) with a name, health and a color. In the Awake() callback, we are assigning our data to the player. Let's make a scriptable object. It's just a simple C# class 'PlayerData' which extends ScriptableObject:
public class PlayerData : ScriptableObject { public string m_name; public int m_health; public Color m_color; }
Saving Scriptable Object as Asset
To save our SO as an asset in the project, create a simple C# class and include UnityEditor namespace to access editor functions and it doesn't need to extend any class:
using UnityEditor; using UnityEngine; public class MyEditorUtils { }
Now create a static generic method CreateAsset<T>() inside the class. Generic methods have type parameters and they provide a way to use types as parameter in a method:
public class MyEditorUtils { public static void CreateAsset<T>() where T : ScriptableObject { } }
Add this code inside the method:
public static void CreateAsset<T>() where T : ScriptableObject { T asset = ScriptableObject.CreateInstance<T>(); string path = AssetDatabase.GetAssetPath(Selection.activeObject); string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(path + "/New " + typeof(T).ToString() + ".asset"); AssetDatabase.CreateAsset(asset, assetPathAndName); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); EditorUtility.FocusProjectWindow(); Selection.activeObject = asset; }
Now let's breakdown the code line by line:
Line 3: We are creating an instance of scriptable object of type T we are getting as our method's parameter.
Line 5, 6: We are getting the path of the selected folder in the project and then constructing a path and name string for our SO asset.
Line 8: We are creating a '.asset' file with our asset name and our desired path.
Line 9: Saving our SO asset to our project.
Line 10: Refreshing and updating our assets view and data.
Line 11, 12: Making project window focused and our saved SO asset selected.
Now let's get it wrapped in a static method so that it can be triggered on a [MenuItem] attribute action and pass PlayerData in the parameters:
public class MyEditorUtils { [MenuItem("Assets/Create/Create Player Data Object")] public static void CreateAsset() { CreateAsset<PlayerData>(); } public static void CreateAsset<T>() where T : ScriptableObject { T asset = ScriptableObject.CreateInstance<T>(); string path = AssetDatabase.GetAssetPath(Selection.activeObject); string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(path + "/New " + typeof(T).ToString() + ".asset"); AssetDatabase.CreateAsset(asset, assetPathAndName); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); EditorUtility.FocusProjectWindow(); Selection.activeObject = asset; } }
Go to Unity editor now and see it in action:
This is how our PlayerData SO looks like in inspector:
[CreateAssetMenu] Attribute
From Unity 5.1 and onwards, you can create an asset in just one line of code using [CreateAssetMenu] attribute. This attribute allows you to create menu items in the Assets/Create context menu. This is pretty quick to create an asset and there is no need of the above class to do this. All you have to do is, just mark our PlayerData class with a [CreateAssetMenu] attibute like this:
[CreateAssetMenu(fileName = "My Scriptable Object", menuName = "My Content/Create Player Scriptable Object", order = 0)] public class PlayerData : ScriptableObject { public string m_name; public int m_health; public Color m_color; }
fileName: is the name of the asset file which will be created in the assets.
menuName: is the hierarchy of the menu inside the Asset/Create menu.
order: is the order of your menu item in the Asset/Create menu. I set it 0 to be shown on top of every menu.
and here is the result:
Linking and Referencing the Scriptable Object
Referencing and using the data from the scriptable object is pretty easy. All you have to do is just create a variable of the type PlayerData:
public class Player : MonoBehaviour { public PlayerData data; //Player data public string _name; public int _health; public Color _color; private MeshRenderer _renderer; void Awake() { _renderer = GetComponent<MeshRenderer>(); _name = "John"; _health = 100; _renderer.material.color = Color.green; }
In Awake(), assign data to the class variables like this:
void Awake() { _renderer = GetComponent<MeshRenderer>(); _name = data.m_name; _health = data.m_health; _renderer.material.color = data.m_color; }
Assign the reference from the editor in the inspector:
Let's give some values to our PlayerData scriptable object from the inspector:
I have also added a label to see the player info in the game view quickly, get its reference inside my Player class and updating it in the Awake() method:
void Awake() { _renderer = GetComponent<MeshRenderer>(); _name = data.m_name; _health = data.m_health; _renderer.material.color = data.m_color; UpdateUI(); } void UpdateUI() { _playerInfo.text = "Name: " + _name + "\n" + "Health: " + _health + "\n" + "Color: " + _color; }
Result:
Let's make two more copies of the player data objects and assign them different data:
Taking an array of PlayerData and toggling it on an index, this is our complete code (replaced single data variable with array):
public class Player : MonoBehaviour { public PlayerData data; public string _name; public int _health; public Color _color; public PlayerData[] dataArray; [Range(0, 2)] public int dataIndex; public Text _playerInfo; private MeshRenderer _renderer; void Update() { _renderer = GetComponent<MeshRenderer>(); _name = dataArray[dataIndex].m_name; _health = dataArray[dataIndex].m_health; _renderer.material.color = dataArray[dataIndex].m_color; UpdateUI(); } void UpdateUI() { _playerInfo.text = "Name: " + _name + "\n" + "Health: " + _health; } }
and here is our final result:
Callbacks
Scriptable object class has almost the same commissioning/decommissioning callbacks as MonoBehavior. Some of them are worth mentioning for their use:
Awake(): called when the scriptable is instantiated.
OnEnable(): called when the ScriptableObject is instantiated or loaded just like Awake() and is executed during ScriptableObject.CreateInstance() call. It is also called in the editor after script recompilation.
OnDestroy(): is called right before the ScriptableObject is destroyed and is manually executed when explicitly calling Object.Destroy() calls.
OnDisable(): called when the ScriptableObject is about to be destroyed and executes just before OnDestroy and before Object is garbage-collected.
Lifecycle
Scriptable objects are created and loaded like all other assets, such as Textures, AudioClips and FBX and by following the life-cycle callbacks, they can be kept alive just like other assets. They eventually get unloaded when we explicitly call Destroy() or when Assets garbage collector runs.
We gave you a simple hands on ScriptableObject and its uses and benefits. In our next part, we will guide you through how to improve asset import pipeline using editor scripting.
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