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My vote, (are we voting?) goes to the *InK_ indicators... No setup, no external definitions "CF07(07)" ??? And my code lines always have a comment, not only to reveal the actual, numbered function key but what it does... If *InKG F7=Print Screen (<== This is just second nature) ..... EndIf Capt.j ----- Original Message ----- From: "Scott Klement" <klemscot@klements.com> To: <rpg400-l@midrange.com> Sent: Monday, March 18, 2002 6:35 PM Subject: Re: Window format clearing the remainder of the screen > > Sigh... not the "*INKC vs *IN03" holy war, again. > > a) *INKx is simple and to the point. KA=F1, KB=F2, etc. Not hard > at all to figure out. And it's immediately obvious what the > programmer is doing. Yes, it would've been nice if they were > called "*INK1 - *INK24", but they were limited to 2-digit > names. Yes, it would've been nice if they didn't arbitrarily > skip over *INKO. But, even with these complications, it takes > 5 minutes to learn. > > b) *IN01, *IN02... Yes, it's easy to figure out what these are when > things are working, but there's an added step when things aren't > working of verifying that *in01 is used for F1 and only for F1, > and the same for *IN02-*IN24. Is that difficult? No. But it's > one step of complication above *INKx, and provides very little > benefit. (Unless the idea of C being the 3rd letter of the > alphabet confuses you) > > c) AID bytes. This is EASILY more complicated than the two steps > above combined. It works great. And it lets you use nicely > named words like "KEY_F1" to represent your function keys. > But... it's a GREAT DEAL more complicated than the indicator > approach, and the end result is EXACTLY THE SAME. What ever > happened to "K.I.S.S."? > > Frankly, Simon, I find your tone frustrating. Apparently in order for > my programming standard to be "decent" it has to follow your flawed logic. > > I'm not an "ancient" RPG programmer. I'm way beyond the curve when it > comes to modern coding. Activation groups are 2nd nature to me. I use > APIs every day. I do network coding. Stream file coding. My shop, > unlike most, has been coding RPG IV since 1996. I'm NOT a dinosaur. > > (Though, frankly, I think "out of date" whenever I see a CASEQ in a > program, or code that's in all caps, or subroutine names that are > unnecessarily abbreviated to 6 chars long.) > > I use the *INKx indicators because they are THE MOST INTUITIVE OF THE > OPTIONS AVAILABLE, not because I'm ancient. I just dont see how you > could POSSIBLY be confused by the *INKx indicators. > > > On Tue, 19 Mar 2002, Simon Coulter wrote: > > > > While use of the *INKx indicators could be classed as a style issue I > > think they should be avoided. Quickly, what is key *INKM - don't count on > > your fingers, sorry you took too long. Compare that with what key is > > *IN13 -- instant knowledge! (presumming decent coding standards). > > > > Using the *IN01 to *IN24 indicators for the F-keys and *IN25 to *IN31 for > > the remaining engraved keys (HOME, ROLLUP, HELP, etc.) is better than the > > *INKx rubbish. > > > > Better still is to use the AID byte found at position 369 in the display > > file feedback data structure. Each AID key (read as a key that sends a > > response to the host) has a defined value -- documented in either the DDS > > Reference or the Data Management Guide (I forget now, I sorted this > > technique out decades ago). Here are the F-spec and D-spec definitions. > > > > FDSPF CF E WORKSTN INFDS(DSPDS) > > > > DDSPDS DS > > D cfKey 369 369 > > > > Then you can write C-specs that look like (RPG III but that's what I had > > to hand): > > > > * Handle user action > > C $F03 CASEQCFKEY ENDPGM Clean up > > C $F05 CASEQCFKEY REFRSH Refresh display > > C $F06 CASEQCFKEY CREATE Create object > > C $F09 CASEQCFKEY RTVCMD Retrieve command > > C $F10 CASEQCFKEY CMDENT Command entry > > C $F11 CASEQCFKEY ALTVW Alternate view > > C $F12 CASEQCFKEY ENDPGM Clean up > > C $F17 CASEQCFKEY SRTLST Sort list > > C $F23 CASEQCFKEY NXTOPT Next options > > C $F24 CASEQCFKEY NXTKEY Next F-keys > > C $ROLUP CASEQCFKEY BLDSFL Next SFL page > > C $CLEAR CASEQCFKEY DUMP Dump program > > C $F04 CASEQCFKEY PROCES Process options > > C $ENTER CASEQCFKEY PROCES Process options > > C CAS BADKEY Invalid F-key > > C ENDCS > > > > which to my mind is much clearer than either of the *INKx or *INnn forms. > > Note that named indicator support in RPG IV means you could accomplish > > similar code clarity by using an indicator data structure which would be > > an acceptable alternative to the AID byte. > > > > Only ancient RPG programmers know what *INKx indicators are and even they > > need to translate them once they get past *INKF or *INKG. They are > > obscure, indirect, and should be avoided. > > > > _______________________________________________ > This is the RPG programming on the AS400 / iSeries (RPG400-L) mailing list > To post a message email: RPG400-L@midrange.com > To subscribe, unsubscribe, or change list options, > visit: http://lists.midrange.com/cgi-bin/listinfo/rpg400-l > or email: RPG400-L-request@midrange.com > Before posting, please take a moment to review the archives > at http://archive.midrange.com/rpg400-l. >
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