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  • Subject: Re: Key List in 'D" spec
  • From: "Joe Teff" <jteff19@xxxxxxx>
  • Date: Fri, 10 Sep 1999 09:37:27 -0500

Rick wrote:
>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.

Hans responded:
>This was discussed here a couple of months ago.  A different
>idea we're thinking of is to allow coding a list of key fields
>directly on the keyed I/O statement, rather than requiring a
>klist name.  You'll probably have the opportunity sometime in
>the future again to vote on what you want in the language.

If I code:      C          Key1       Chain   SomeFile

then I have to find Key1 to know what I'm using to chain with.
I also have to move fields into the ones defined on the key list.

If I code:      CF    CUST#:ORDER#    Chain  SomeFile

then I immediately know what my composite key is plus I can
use various fields (i.e. OCUST# or CCUST#) as long as the
attributes are similar. (Hans) I know the above syntax is not
exactly write, but I was trying to match the sequence of the
C-spec with Factor1, Op Code, Factor2.

Joe Teff

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