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  • Subject: RE: Key List in 'D" spec
  • From: HwaRangRon@xxxxxxx
  • Date: Fri, 10 Sep 1999 10:20:56 EDT

Brad,
I think he meant dead in the since the code is not actually executed. I think 
he's right, KLISTS belong in D specifications, not C specs.

Ron

In a message dated Fri, 10 Sep 1999  9:52:35 AM Eastern Daylight Time, "Stone, 
Brad V (TC OASIS)" <bvstone@taylorcorp.com> writes:

> A "dead" command?  Oh boy.. here we go again.
> 
> I suppose ADD is a dead command too because we have eval.  Well, what if you
> are incrementing a counter that you want to loop back to zero after it
> maxes?  With eval, error.  With add, overflow and no problems.
> 
> Please, don't start calling commands dead.  It's silly.  RPG is supposed to
> be a dead language.  (haha!)  But it's still used.
> 
> Bradley V. Stone
> BVS/Tools
> http://www.bvstools.com
> 
> 
> 
> 
> > -----Original Message-----
> > From: rbrightman@amclog.com [mailto:rbrightman@amclog.com]
> > Sent: Friday, September 10, 1999 8:01 AM
> > To: RPG400-L@midrange.com
> > Subject: Key List in 'D" spec
> > 
> > 
> > 
> > 
> > Does anybody know why RPG designers don't have 'key lists' in 
> > 'D' specs? It
> > seems to me that 'C' specs should only have "active" commands 
> > in them. Key list
> > (KLIST) is a dead command.
> > 
> > Rick,       Atlanta
> > 
> > 
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