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Steve Richter wrote:
As of V5R2, with IO direct into a data struct, procs dont have to use any
global variables.  And if files are opened and accessed using some sort of a
handle, then file I/O could be thread safe.

Interestingly, a lot of the changes that would make an rpg proc threadsafe,
like no global mapping of fields thru a data struct, file opens that are
local to a proc and passed with a handle from proc to proc, would make the
code more modular and less error prone.

Steve: I think you're still missing something here. If the only issue were user defined variables, there would be no problem with threading. At least there wouldn't be a problem for the compiler - all the synchronization issues would fall squarely on the back of the RPG programmer. No, the problem is with the compiler-generated internal data structures. Things like file control blocks and feedback areas, and also data structures involved with the RPG exception model.


If you really think you have to do a threaded application, and you want part of it RPG, go right ahead. The way to do it now would be to write some of your code in C, which calls RPG procedures in modules compiled with THREAD(*SERIALIZE). If you can understand all the issues involved with threading, you can certainly handle a bit of C programming. ;-)

Cheers! Hans



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