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Scott - First, let me say that I am not 'blaming' anyone or anything.
I'm simply looking for information.  Also, you never really answered my
question.  Why are we persisting a module that may never be used again?
You state in a previous answer that "...each time you bind this way, it
copies the module into your program. So, indeed, they're NOT both bound
to the same module -- they are bound to different modules which had been
copied from the same source..."  If that is the case, then why do you
then say in this last response that "In order for 'main' to know that it
has to notify 'nomain' to shut down, it would have to know at compile
time (not bind time!) that it will eventually be bound to another RPG
module, and what that module is called, so that it can insert code to
notify it...".  Based on what you are saying...it does... otherwise it
wouldn't know which instance of the module to use...no?  Maybe I'm just
a little slow on the uptake, so help me understand this further if you
have time. 

To all - thanks for the education!  I think I now understand the HOW's
of some of this, but my last question was more of a WHY than anything.
It doesn't make sense to persist a 'bound by copy' module that may or
may not be used again (unless perhaps you make it a service program with
the intent of using it again).  It even makes less sense when you find
out that each instance is specific to the module to which it is bound.
No other modules can use that instance, so again, if the original
calling (bound) program ends, why shouldn't the module go away with it?

Regards,
Dane


-----Original Message-----
From: rpg400-l-bounces@xxxxxxxxxxxx
[mailto:rpg400-l-bounces@xxxxxxxxxxxx] On Behalf Of Scott Klement
Sent: Monday, January 10, 2005 5:17 PM
To: RPG programming on the AS400 / iSeries
Subject: RE: A different kind of persistence?



> I had a hunch that's what you'd say, so why then do we persist
'nomain'
> modules in the AG after their 'main' module has ended?  Who is going
to
> use it?

Because the modules don't know anything about one another.  In order for

the 'nomain' module to set its "reinitialize everything" flag, it'd have

to KNOW that the main module has ended. That would require having the 
compiler insert code in the main module that notifies it of that fact.

In order for 'main' to know that it has to notify 'nomain' to shut down,

it would have to know at compile time (not bind time!) that it will 
eventually be bound to another RPG module, and what that module is
called, 
so that it can insert code to notify it...

Seems like a really convoluted way to reinvent the wheel to me. 
Activation groups can already do this -- and aren't RPG specific.


> Are we for some reason assuming that the original 'main' program that 
> used it will be needed again later, so why clean up after ourselves? 
> That's an interesting assumption.  I'd be interested in hearing any 
> further thoughts you might have on this.

No, it's not an assumption at all. When you activate a program into an 
activation group, it stays in memory until that activation group is 
destroyed.  And you haven't destroyed it!

The system therefore is giving you a choice. You can reclaim  the 
activation group to tell the system that you want to clean everything
up, 
or you can manage the cleaning up on your own.  If you choose the later,

don't blame the system if something isn't cleaned up. :)
-- 
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