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  • Subject: Re: What bugs you about KLISTs in RPG IV?
  • From: "Joe Teff" <jteff19@xxxxxxx>
  • Date: Mon, 14 Jun 1999 18:52:45 -0500

>>In our survey from the beginning of the year, we found that many
>>people  wanted to be able to define KLISTs in D-Specs.  It seems
>>like a logical thing to do since KLIST is more a definition than
>>a calculation.  But, (without getting into details), we've found
>>a number of problems with that. So, I'd like to pose a couple of
>>questions to understand what the requirement really is regarding
>>KLISTs:

>>1) What are  the top three things that bug you about programming
>>   compound keys in RPG?
 
> Actually, KLIST seems like an elegant way to handle compound keys.  Their
> drawback is that they're not defined with the rest of the definitions.
 
>>2) Would KLISTs in D-Specs fix any of those things?
 
> Sure would!
 
>>3) What would make compound keys easier in RPG?
 
> I wish I knew...  How do other languages handle them?

I understand the statement that because KLISTs are definitions, they
should reside with other definitions. What I've never understood, is
why do they have to be D-specs. I always define my KLISTs in C-specs
immediately following the D-specs and before any mainline code. They
are essentially with the data definitions. Using F11 to see a compound
key would be nice (rather than all of the individual fields).

What bothers me more than anything in DEBUG is that WATCH no
longer works like it used to (STRISDB). But, that is really another thread!

Joe Teff

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