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  • Subject: RE: Retrieve Source of RPG Programs
  • From: Hans Boldt <boldt@xxxxxxxxxx>
  • Date: Wed, 9 Sep 1998 09:48:25 -0400

Buck wrote:
>I'm interested in understanding what happens "under the covers" during an
>ILE compile.
>
>I compiled (CRTBDNRPG) the same RPG IV program in the default activation
>group 4 ways: DBGVIEW(*LIST), *NONE, *SOURCE and *STMT.  Here are the
>object sizes I came up with:
>*LIST     299008
>*NONE     188416
>*SOURCE   237568
>*STMT     229376
>
>This program's object size goes up roughly 26% from *NONE to *SOURCE, and
>roughly by the same amount from *SOURCE to *LIST.  You can see that the
>difference between *STMT (the default) and *SOURCE is small; some 3%.
>
>If I follow your remarks properly (no guarantees!) then I would guess that
>*SOURCE has only enough information to tie the generated code back to the
>original source statement, but it does not contain the actual source
>statement that generated the code.  At "debug" time, the debugger would
>have to use this table of statement numbers to retrieve the source
>statements dynamically.
>
>*LIST would appear to store the actual line from the compiler listing that
>generated the code, and the debugger would use that copy, not the original
>source file.  This would mean that I could debug an object on a machine
>other than the one I have the source.  We have customers where we deploy
>the object but not the source.  (Yes, I know about using DDM files to
>debug through...)
>
>What does *STMT do that *SOURCE does not?  How does it save that 8kb?

Well, DBGVIEW(*STMT) allows you to do debug in the
traditional manner.  You have a hard-copy listing
(remember those?) on your desk which you refer to
while debugging.  You don't see the source statements
on-line when running the debugger, but you can still
set breakpoints and view variables.

Cheers!  Hans

Hans Boldt, ILE RPG Development, IBM Toronto Lab, boldt@ca.ibm.com
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