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  • Subject: RE: RPG Line Numbers: was externally defined D/S
  • From: John Carr <74711.77@xxxxxxxxxxxxxx>
  • Date: 14 Jul 97 23:02:59 EDT



Date:   7/14/97  1:51 PM

RE:     RE: RPG Line Numbers: was externally defined D/S

>John,
>The line number in the compiler listing should match the source member. In 
>fact, so should the debug code.
>
>If you're (generally speaking, of course, not "you" specifically John) dumb 
>enough to optimize your code AND include debug in it, you get what you pay 
>for.  The RPG messages at the bottom of compiler listing usually have the 
>correct statement number. The compiler should just put those same number to 
>the left of the stmt, and the debugger should work with them. The external 
>stuff should have some kind of prefix like we had with the "real" rpg 
>compiler on the System/38.
<SNIP>
>Bob Cozzi
>Bob@rpgdev.net
>http://www.rpgdev.net


>John Said; (ME)
>> I share your frustration.  I remember the first time I saw what they were
>> doing and didn't like it either.

<SNIP Blah blah blah>

>> However the design team did have a serious dilemma. 

<SNIP Yada Yada Yada>

>> The compiler might even "move lines of calcs around" during the optimize
>> process!  "What you see may not be what you have"


Bob 
I do agree, I was only commenting that there were "considerations" the 
design team "Believed" that could pose a dilemma.

Whether you or I optimize our code aside,  Someone from somewhere would.
Those people would call the support line and report a "BUG" in the debugger
saying "If I just compile it I can debug it, but if I optimize it, the
debugger goes crazy"  "Fix this".

I just thought I'd give the original poster some reason why it might work
like it does.

John


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