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rpg400-l-request@xxxxxxxxxxxx wrote:

>   9. RE: threading in rpg (Walden H. Leverich III)
>
>>From: qsrvbas@xxxxxxxxxxxx [mailto:qsrvbas@xxxxxxxxxxxx] 
>>...VARPG used essentially the same compiler...
>
>It's been a while since I looked at VARPG, but I don't recall is compiling
>the code for you. Syntax checking, yes, but you don't actually get a *PGM
>object you can restore to your iSeries, do you? 

Walden, I'm not deep into the compilers, so I'm talking only from general 
experience and aged recollections from back then. But it went kind of like this 
--

The "ILE RPG compiler" didn't create *PGM objects any more than the VARPG 
compiler did. Instead, it parsed source and did all the magic to create 
something like "W-code". Then, it was/is the W-code that gets turned into a 
*MODULE object and eventually linked into the *PGM object. The "RPG compiler" 
is long gone by then.

For a given sequence of source statements that are accepted on both platforms, 
the VARPG compiler would create the same pattern of W-code. Then, the PC-based 
translator did the same kind of process of creating modules and linking pieces 
into the resulting .EXE (or .DLL or whatever).

Glossed over, simplified, and possibly warped beyond hope; but that's how I 
remember some of the initial hype for VARPG in places like newsletters, 
newsgroups, etc... "Hey, RPG programmers! Don't be afraid of VARPG. It's does 
the same thing." And at the time, it made sense.

But, IIRC, VARPG does threads. And that makes it interesting.

Tom Liotta

-- 
Tom Liotta
The PowerTech Group, Inc.
19426 68th Avenue South
Kent, WA 98032
Phone  253-872-7788 x313
Fax    253-872-7904
http://www.powertechgroup.com


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