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  • Subject: Re: RE: Key List in 'D" spec
  • From: "Pat Lynch" <pat.lynch@xxxxxxxxxxx>
  • Date: Sun, 19 Sep 1999 00:22:10 +0100

Brad.

What I cannot understand from all this is, If KLIST and PLIST are not 
executable code, why is there a need to put them in any Subroutine?. 
---- Begin Original Message ----

From: "Stone, Brad V (TC OASIS)" <bvstone@taylorcorp.com>
Sent: Fri, 10 Sep 1999 10:32:58 -0500
To: "'RPG400-L@midrange.com'" <RPG400-L@midrange.com>
Subject: RE: Key List in 'D" spec


I understood that.  But dead to whom?  The 5% of all programmers who happen
to be on this list?  Declaring something dead is, IMHO, sort of silly.
People still use assembler.  Isn't that Dead?

Use what you want.  Use PLISTS and KLISTS if you want.  Just put them in the
*INSZR, which is of course at the bottom of the program.  ;)

Bradley V. Stone
BVS/Tools
http://www.bvstools.com



> -----Original Message-----
> From: Buck Calabro [mailto:mcalabro@commsoft.net]
> Sent: Friday, September 10, 1999 8:52 AM
> To: 'RPG400-L@midrange.com'
> Subject: RE: Key List in 'D" spec
> 
> 
> Brad,
> I think he meant that declaratives are "dead" opcodes in the 
> sense that they
> are not executable code.  In essence, the "elegance" of the 
> language would
> be improved by putting all of the declarations together in the
> D-specifications.
> 
> Rick,
> There was a long-running thread on just this topic.  It would 
> probably bore
> you to read the whole thing, but the gist of it was that the folks in
> Toronto are trying to focus more on adding new functionality to the
> language: add new things we can't do today, rather than tweak 
> the things we
> can already do.  The Lab has been doing informal surveys on what
> enhancements we'd like to see - stick around and make your 
> voice heard when
> the next one comes out... It's usually good for an active 
> discussion of the
> pros and cons of the top few choices!  :-)
> 
> Buck Calabro
> Aptis; Albany, NY
> mailto:Buck.Calabro@aptissoftware.com
> 
> > -----Original Message-----
> > From:       Stone, Brad V (TC OASIS) 
> > Sent:       Friday, September 10, 1999 9:16 AM
> > To: 'RPG400-L@midrange.com'
> > Subject:    RE: Key List in 'D" spec
> > 
> > A "dead" command?  Oh boy.. here we go again.
> > 
> > I suppose ADD is a dead command too because we have eval.  
> Well, what if
> > you
> > are incrementing a counter that you want to loop back to 
> zero after it
> > maxes?  With eval, error.  With add, overflow and no problems.
> > 
> > Please, don't start calling commands dead.  It's silly.  
> RPG is supposed
> > to
> > be a dead language.  (haha!)  But it's still used.
> > 
> > Bradley V. Stone
> > BVS/Tools
> > http://www.bvstools.com
> > 
> > > -----Original Message-----
> > > From: rbrightman@amclog.com [mailto:rbrightman@amclog.com]
> > > Sent: Friday, September 10, 1999 8:01 AM
> > > To: RPG400-L@midrange.com
> > > Subject: Key List in 'D" spec
> > > 
> > > Does anybody know why RPG designers don't have 'key lists' in 
> > > 'D' specs? It
> > > seems to me that 'C' specs should only have "active" commands 
> > > in them. Key list
> > > (KLIST) is a dead command.
> > > 
> > > Rick,       Atlanta
> > 
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