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  • Subject: Re: What bugs you about KLISTs in RPG IV?
  • From: "Eric N. Wilson" <doulos1@xxxxxxxx>
  • Date: Mon, 14 Jun 1999 12:43:30 -0700

1) What are  the top three things that bug you about programming
>    compound keys in RPG?
One why do we even have to define the KLists. The information is contained
in the file header so why can't the RPG compiler get that info and make sure
that the supplied fields are of the right type and length. For example Let's
assume a file with 3 keys creatively called Key1 Key2 and Key3, Also there
are 3 data fields that are defined like the corresponding key. Finally the
file is called file :-) This is what I would like to see for calc specs

Eval    ChainX(File : Data1)
Eval    ChainX(File : Data1 : Data2)
Eval    ChainX(File : Data1 : Data2 : Data3)

and so on. Also on my wish list is variable number of parameters to a
function as I illustraited above.

> 2) Would KLISTs in D-Specs fix any of those things?

Barring the above solution or something like it I would really think that
putting the KList in the D specs would be logical and therefore a good idea.

> 3) What would make compound keys easier in RPG?
See above.

Further wish list items :-)

Truely free format RPG (Rumoured X spec).

Object Oriented RPG This would be a super thing!!! I could see it now
Client.AddNew(Name : Address : Etc) where client is a descendant of person
and overrides the default AddNew method.

A Field being able to be described in multiple data structures (Would make
the old shuffle fixed positions around a lot easier)

Bindable versions of ALL APIs.

And last if not least an IBM supported way to get to another job's qtemp.
and the ability to copy a qtemp on submitted jobs just like the LDA does.

I am sure I could think of a few thousand more things but this is probibly
enough to spark some neat discussion.
______________________________________________
Eric N. Wilson
President
Doulos Software & Computer Services
2913 N Alder St
Tacoma WA 98407


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