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  • Subject: RE: Overloading in RPG.
  • From: "Stone, Brad V (TC)" <bvstone@xxxxxxxxxxxxxx>
  • Date: Wed, 9 May 2001 13:37:19 -0500

Bill,

You're right, that's how I would do it.  The GetCustName would execute
either GetCustByNumber or GetCustByName.  That is implied (at least to me).
Thanks for pointing that out.

Brad

> -----Original Message-----
> From: bill.reger@convergys.com [mailto:bill.reger@convergys.com]
> Sent: Wednesday, May 09, 2001 9:44 AM
> To: RPG400-L@midrange.com
> Subject: RE: Overloading in RPG.
> 
> 
> 
> I have been following this "overloading" thread and find that 
> I am a bit
> ambivalent about whether I think this is a good thing or not.
> 
> On the one hand, I have always disliked modules that 
> performed different
> logic based on input parameters.  To me this is a module in 
> need of some
> further splitting up into more modules.  A module that does 
> two things can
> easily be split into two modules, with a third module that 
> executes one or
> the other of them.  Using Brad's "GetCustAddress" example, we 
> could instead
> build:
> 
>      "GetCustAdrByCust#"
>      "GetCustAdrByLName"
> 
>      and finally
> 
>      "GetCustAddress"      (executes one or the other of the other two
> modules)
> 
> I have always argued that this level of decomposition gives 
> the programmer
> the same freedom to use "GetCustAddress" but also allows them 
> to use the
> sub-modules when requirements dictate.
> 
> On the other hand, if RPG had "overloading", then I would not 
> have to build
> the third module since the RPG compiler would handle the function of
> determining which of the first two modules I wish to execute.
> 
> Bill
> 
> 
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