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The ELSEIF was supposed to be in V3R1 but was forgotten about until somebody
remembered that they were going to do it, and then put it into V5R1.
The advantage of ELSEIF is that the old ELSE/IF requires an additional ENDIF
statement for each ELSE/IF pair.  ELSEIF on the other hand, allows you to
have a long list of ELSEIF and only 1 ENDIF is required--hence making it
virtually identical to SELECT/WHEN. 
Why was it done? Well, two reasons that I see. 
(1) Most RPG programmers don't use SELECT/WHEN but rather use IF and
ELSE/IF.
(2) It was easy to do.
-Bob


-----Original Message-----
From: rpg400-l-bounces@xxxxxxxxxxxx [mailto:rpg400-l-bounces@xxxxxxxxxxxx]
On Behalf Of James H H Lampert
Sent: Tuesday, November 09, 2004 12:56 PM
To: rpg400-l@xxxxxxxxxxxx
Subject: RE: New RPG programmers

>>Then again, in the C-based languages (C, C++, Java, C#, and so on), and
>> in the ALGOLs (ALGOL-60, Pascal, Modula-2, and to a certain extent,
>> PL/I), you have an IF/ELSE construct, which can be chained to form
>> IF/ELSE IF/ . . . /ELSE constructs very cleanly, rather than the
>> IF/ELSE/ENDIF construct found in RPG
>
> There's an ELSEIF statement in modern RPG, just like in C.

Introduced at what revision, pray tell? It ain't in V4R2.

Besides, given the RPG SELECT (or SELEC, for OPM RPG, which still has its
occasional uses) syntax, there's really little need for an ELSEIF. It's a
redundancy.

--
JHHL


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