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I can write code in RPG to use pointers, once I understand what I am trying to do, very quickly and accurately and test it fairly easy. In C, however, I know what I want to do, I code it, then spend the next 10 minutes trying to convince the compiler I know what I'm doing. I have to convince the compiler that, yes, I know this is a character pointer, and yes, I know I'm pointing it to a float value, just do I want I say, compiler, quit trying to second guess me and compile already! Most of the pointer bugs that crop in from my C++ code is from typed pointers, not what I'm trying to do. If RPG's pointers get typed, you're going to have to bring in type casting with it's own brand of headaches and maintainance. I say let well enough alone and keep pointers are they are. Type casting to me is a real needless pain in the neck. Regards, Jim Langston -----Original Message----- From: boldt@ca.ibm.com [mailto:boldt@ca.ibm.com] Jim wrote: >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. Pointer support in C is light-years better than in RPG for the simple reason that pointers in C are strongly typed. If you use the wrong basing pointer, the C compiler will tell you immediately, and save you the trouble of tracking down potentially nasty run-time problems. I would estimate that your development time can double when using untyped pointers. Since structures in RPG are untyped (always considered character type), there was really little choice in the design of pointers in the RPG IV language.
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