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Couldn't you base them seperately, to avoid potential problems with
non-contiguous memory?

Example:

     D p_ExitKey       S               *
     D ExitKey         S              1N
     D p_CancelKey     S               *
     D CancelKey       S              1N

     c                   eval      p_ExitKey = %addr(*inkc)
     c                   eval      p_CancelKey = %addr(*inkl)

Another possibility is to ignore the indicators being returned by the
display file altogether, and instead check the AID byte to see what key
was pressed.  Chris Bipes posted a good example of this here:

     http://archive.midrange.com/rpg400-l/199908/msg00604.html

And a useful follow-up to Chris' approach was posted by David Morris,
here:

     http://archive.midrange.com/rpg400-l/199908/msg00661.html


On Wed, 19 Dec 2001, Joe Pluta wrote:

> C                   MOVEA     *ZEROS        PSCKEYS
> C                   EVAL      PSCKEYS(PSCKEY) = *ON
>
> Without this, I have to manually stuff an array, and then move the 24
> elements of the array into the 24 command key indicators.  I actually do
> this for RPG400 programs, but for RPGIV programs, the code above is so much
> nicer.
>
> Joe
>



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