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  • Subject: Changing key with KLIST - WAS: What bugs you about KLISTs in RPG IV?
  • From: Buck Calabro <mcalabro@xxxxxxxxxxxx>
  • Date: Wed, 16 Jun 1999 15:02:17 -0400

>Added to that, if my file definition changes (as it sometimes does during 
>development stage), I'd have to make multiple changes to who knows 
>how many chain statements in who knows how many
>programs, where with a KLIST, I could find it quickly (searching for 
>KLIST, obviously), make just one change, and recompile.

This is a recurring theme, and one that I don't really follow.  Take this
example:

     C     FExcKey       Klist
     C                   Kfld                    FNPA
     C                   Kfld                    FNXX

     C                   Movel     SearchNPA     FNPA
     C                   Movel     SearchNXX     FNXX
     C     FExcKey       Chain     ZSWTEXC3                           81

If I add a new key to the KLIST, how will this code run without me doing
something with the new field?

     C     FExcKey       Klist
     C                   Kfld                    FNPA
     C                   Kfld                    FNXX
     C                   Kfld                    FNUM

     C                   Movel     SearchNPA     FNPA
     C                   Movel     SearchNXX     FNXX
     C     FExcKey       Chain     ZSWTEXC3                           81

It seems to me that I'm going to have to hunt up all the I/O operations
against this file anyway.  I can't see how just changing the KLIST would
make the program operate properly.  What am I missing?

Buck Calabro
Billing Concepts Albany, NY
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