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>From the digest: --__--__-- > From: "York, Albert" <albert.york@nissan-usa.com> > > I believe you're right. However, this has the be one of the > best examples > I've ever seen of something you can do in RPG that you shouldn't. > I agree with you, Albert. Ugly as sin. Not the worst case I've seen tho. I keep telling myself, "one step at a time..." > > --__--__-- > > From: MWalter@hanoverwire.com > > What did you do to deserve this? > Heh heh... had the RPG experience. This company bought a different company several years ago. Their package was (is?) old S/36 stuff. OCL, RPGII mixed with CL and RPGIII. I wrote a VERY small RPGIV program and the other staff went nuts. The boss questioned whether it should be done as nobody else could maintain it. Sad, sad situation... :-( > --__--__-- > From: "Bob Cozzi \(RPGIV\)" <cozzi@rpgiv.com> > > David, > I'd have to go back and look at the code that gets generated, but I > believe the condition indicator is NOT part of the IF > statement itself. > That is it may transfer control to the corresponding END(IF) statement > rather than to the else. > Each use of an indicator in RPG III generates a compare and branch > instruction. > Normally, the branch jumps around the corresponding opcode. > But since the opcode is an IF, the IF is never performed, > hence the ELSE > doesn't apply. > So unless someone bothers to go read the IRP listing for this, I would > guess on a Not 44, control branches to the END(IF) statement, not the > ELSE statement. > > Bob Cozzi I agree, Bob. I looked throughout the RPG Programmer's Guide and couldn't find anything about conditionally executing an IF statement. Probably with good reason - who in their right mind would code it that way? To all who responded, thanks for the answers and for feeling my pain. :-)
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