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Hi,
I am in the process of converting my source from RPG3 to RPG4 and have the
following piece of code.

RPG3
add x   y

which translates to
RPG4
eval    x = x + y

Now RPG3 is forgiving of overflow errors, but RPG4 is not.
How can I trap potential overflow errors?
Can I set a compiler option (in CRTBNDRPG) to show this condition? 
Euan.


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