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I tend to agree. Myself, I've used pointers just a few times, and the main thing I use them for is for trigger programs to correctly get the before and after image of the buffers without hardcoding a fixed offset. Before pointers this was very hard to do and these programs would have a tendancy to stop working when IBM changed the layout of the return fields. The other things I've used pointers for I believe always had to do with the API calls or some very low level reading of objects (one program to read NETF information directly in RPG). I do think, however, that if I start to implement programs in RPG using TCP/IP that I will be using pointers for that also to transverse the data buffer, although I've yet to find a real need to write a production RPG TCP/IP program. Personally, I find RPG pointer use easier to use than C pointer use and less prone to mysterious errors. The Based mechanism makes sense once I understood it and helps reduce the number of times I'm pointing a pointer to a pointer instead of the data or such. I hate linked lists myself, and although I'm sure they have their place, I've always found some other mechanism to do what I wanted without having to resort to them. Regards, Jim Langston -----Original Message----- From: Bob Cozzi (RPGIV) [mailto:cozzi@rpgiv.com] If we didn't have pointers in RPG IV, it would be so difficult to call the various C runtime library functions that we've been exploiting. I agree that if people fall into a groove of using pointers for things like link lists, that is going too far, and an array, or multiple occurrence data structure might be safer.
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