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Hi, I am in the process of converting my source from RPG3 to RPG4 and have the following piece of code. RPG3 add x y which translates to RPG4 eval x = x + y Now RPG3 is forgiving of overflow errors, but RPG4 is not. How can I trap potential overflow errors? Can I set a compiler option (in CRTBNDRPG) to show this condition? Euan. +--- | This is the Midrange System Mailing List! | To submit a new message, send your mail to MIDRANGE-L@midrange.com. | To subscribe to this list send email to MIDRANGE-L-SUB@midrange.com. | To unsubscribe from this list send email to MIDRANGE-L-UNSUB@midrange.com. | Questions should be directed to the list owner/operator: david@midrange.com +---
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