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On Wed, 20 Mar 2002, Douglas Handy wrote: > >And... this type of "using meaningful names" doesn't do anything that you > >couldn't also do with the *INKx indicators! > > > D p_KEY_F3 S * inz(%addr(*INKC)) > > D KEY_F3 S 1N > > And so what it the equivalent to the above for the Enter key? Umm... enter is the default case? I've never needed to code a check for the enter key. Enter is what you get when the other keys don't happen. > >The code is still shorter. It's still easier to explain to the uninitiated. > > You think a pointer variable is easier to explain to the uninitiated then: > > D/Copy WSINFDS Well I'm not sure what uninitiated means, but when I first started with RPG pointers made perfect sense to me, having come from a language that used pointers all the time. But INFDS does not make sense for the background I had. Where does it come from? How does it get data into it? Why do they have to make this stuff so hard? These are questions I asked myself when introduced to INFDS. Pointers were easy. How RPG got along all those years without them I'll never understand. Once told that "*inkc is an indicator that means that the F3 key was pressed" it was easy to keep that straight (of course indicators also seemed like a weird and silly concept - still do). I guess that today you could probably do: /define F3_KEY *inkc and then use: C if F3_KEY = *on Then forget all about AID or INFDS. James Rich james@eaerich.com
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