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>> By the way anyone have good layman's why of explaining how the memory is handle so you know what field is overlaying another and why. Meaning how memory storage orders fields behind the scenes??? The only thing you can be sure of is if the field is in a DS. The compiler will guarantee that a DS is as you lay it out - beyond that - particularly with RPG IV - I think all bets are off. Even if the compiler lays out memory in a specific order, the optimizer (and there's always some optimization) will move stuff around. This problem is often spotted for the first time after a program is converted to RPG IV for RPG III. The change in the memory map causes corruption to occur somewhere that matters! In the past what I have often done to locate this kind of problem is to move all parms that are passed _from_ the program that experience the explosion into a DS to try to further isolate the field that has the problems. So if I am passing a 10ch field - I place it in a DS and follow it with (say) a 20ch field consisting of all *'s or something (not blanks or zeros - they are too often the ultimate culprit). Then when things go boom, you look at all the DSs and hopefully locate the trouble. Remember as well that the corruption may be occurring many levels away (and sometimes many hours away!) from where the problem is detected. If A calls B calls C calls D and B blows up, you look to C and D for the answers. It could have happened at any time since the program started running. Also if from time to time B also calls X and Y, they are candidates too - even if they were called during initialization and that was hours ago. Jon Paris Partner400
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