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  • Subject: Re: [Re: RPGILE V4.3 Gotcha]
  • From: Frank Kolmann <fkolmann@xxxxxxxxxxxx>
  • Date: 30 Sep 99 14:18:29 EST

The point I am making is that the program work fine as RPGIV ILE code under V4
R2 .  When we went to V4 R3 it produced the gotcha.  How many other instances
are out there waiting to pop up?  I needed to punt in the new BIF %DEC so that
the program procuded the correct result at 3 decimals.  The bit about
precision is a mystery to me.  What is the defference between decimals and
precision.

Anyway all the formulae should produce the same result, they do not.



boldt@ca.ibm.com wrote:
> 
> 
> Perhaps we need to be more specific in the ILE RPG Reference manual about
> how %DEC works.  In particular, the final arithmetic operation within the
> %DEC parameter expression is a multiplication by variable DTIQNS.  Since
> we know that BIF %DEC results in a decimal (15,3) value, the compiler
> takes a little shortcut and performs the multiplication operation with
> that precision.  We did it this way to maximize the precision of the
> arithmetic results.  After all, it's a lot easier for a programmer to
> reduce excess precision than to recover lost precision.
> 
> If you really want zero digits of precision in the result, you should use
> %DEC(expr:size:0).
> 
> Cheers!  Hans
> 
> 
> Frank wrote:
> >We recompile an ILE RPGIV pgm after doing a mod and got some strange
results.
> >The following code illustrates the problem. Its compilable and if u debug
it
> >and check the results u will see they are different when u would expect
them
> >to be the same.
> >The BIF %DEC is the reason.
> >D DAABE           S             15  3 DIM(99)
> > *
> >C                   Z-ADD     5.000         RCDNC1           11 3
> >C                   Z-ADD     0.000         RCDNC2           11 3
> >C                   Z-ADD     2.5900        DTITRD           15 4
> >C                   Z-ADD     144.000       DTIQNS           11 3
> >C                   Z-ADD     1             DTITRM           11 4
> >C                   CLEAR                   DAABE
> >C
> >C
> > *
> >C                   EVAL(H)   DAABE(05) = RCDNC1 / 100 * DTITRD * DTIQNS
> >C                   EVAL(H)   DAABE(06) = (RCDNC1+RCDNC2) / 100 * DTITRD
> >C                                           * DTIQNS
> > *
> >C                   EVAL(H)   DAABE(07) = RCDNC1 / 100.00 * DTITRD *
DTIQNS
> >C                   EVAL(H)   DAABE(08) = (RCDNC1+RCDNC2) / 100.00 *
DTITRD
> >C                                           * DTIQNS
> > *
> >C                   EVAL(H)   DAABE(09) = %DEC((RCDNC1 / 100.000
> >C                                   * DTITRD * DTIQNS) : 15 : 3)
> >C                   EVAL(H)   DAABE(10) = %DEC(((RCDNC1+RCDNC2) / 100.000
> >C                                   * DTITRD * DTIQNS) :15 :3)
> > *
> > *
> >C                   SETON                                        LR
> 
> Hans Boldt, ILE RPG Development, IBM Toronto Lab, boldt@ca.ibm.com
> 
> 
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