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Scott Klement's code (below) is provides an elegant solution to the
"no-goto-in-FreeForm-RPG" problem; it is miles ahead of the DOU *IN03
espoused by some RPG purists.

(deep breath) What bothers me about this kind of solution is that additional
logic is being introduced to control program flow.  Yes, CABxx and CASxx
meld logic and branching, but I'd consider their (let's include ITER, LEAVE,
and LEAVESR in the grouping) use to be in the second order of complexity
while a simple GOTO is the first order of complexity.  Understanding how a
SELECT group works is not intuitive.  

Scott's solution is an excellent template.  However, logic is not required
to figure out what GOTO means, and in the interest of discussing the
presenting problem in isolation, I'm assuming a given program's coding
technique did not include a side order of marinara.  

Alteration of program flow is a fact of life.  You can let the RPG cycle do
it for you (if you don't mind the purists' snickering behind your back), or
you can do it yourself, in a style suitable for the task and for the
eventual maintenance activity, or (in the case of interactive programs) you
can train the users to do it right the first time.  I remain bewildered why
the GOTO/TAG construct was dropped from the freeform specification; it's
just another one of life's mysteries.

My application package, currently running 900,000 lines of RPG in 1,500
application programs (there's a lot of reusable code), features a large
number of application panels individually supported by a unique help panel
and a combination of standard and panel-specific command keys.  I've done a
fair amount of white-board and back-of-the-envelope scribbling to figure out
a "better" way that works for the application and for what my customers
expect; so far, my standard template with "just enough" GOTO's (exclusively
for display file management) holds up well.  Program flow is a key part of
any business application, and I'd suggest it's just as important as the user
interface design and the editing/processing functions.

There are other considerations: my customers' technical staffs have varying
levels of skill, and Scott's design is better suited for new development
than for retrofitting.

I'm remaining agnostic on FreeForm RPG; "NOTO" is one of the big reasons...

-reeve

----------------------------------------------------------------------------
-----------------------
 
>      D GetItemNumber   PR             1N
>      D   ItemNo                       5P 0
> 
>      D LoadInventory   PR             1N
>      D   ItemNo                       5P 0 value
> 
>      D ShowInventory   PR             1N
>      D   ItemNo                       5P 0 value
> 
>      D LoadOrders      PR             1N
>      D   ItemNo                       5P 0 value
> 
>      D ShowOrders      PR             1N
>      D   ItemNo                       5P 0 value
> 
>      D MyItem          s              5P 0
>      D Step            s             10I 0
> 
>      D SUCCESS         C                   const('1')
>      D FAIL            C                   const('0')
> 
>      D STEP_GETITEM    C                   const(0)
>      D STEP_LOADINV    C                   const(1)
>      D STEP_SHOWINV    C                   const(2)
>      D STEP_LOADORDS   C                   const(3)
>      D STEP_SHOWORDS   C                   const(4)
>      D STEP_EXIT       C                   const(5)
> 
>       /free
> 
>         dow Step <> STEP_EXIT;
> 
>             select;
>             when Step = STEP_GETITEM;
>                if (GetItemNumber(MyItem) = FAIL);
>                   Step = STEP_EXIT;
>                else;
>                   Step = Step + 1;
>                endif;
> 
>             when Step = STEP_LOADINV;
>                if (LoadInventory(MyItem) = FAIL);
>                   Step = STEP_GETITEM;
>                else;
>                   Step = Step + 1;
>                endif;
> 
>             when Step = STEP_SHOWINV;
>                if (ShowInventory(MyItem) = FAIL);
>                   Step = STEP_GETITEM;
>                else;
>                   Step = Step + 1;
>                endif;
> 
>             when Step = STEP_LOADORDS;
>                if (LoadOrders(MyItem) = FAIL);
>                   Step = STEP_SHOWINV;
>                else;
>                   Step = Step + 1;
>                endif;
> 
>             when Step = STEP_SHOWORDS;
>                if (ShowOrders(MyItem) = FAIL);
>                   Step = STEP_SHOWINV;
>                else;
>                   Step = Step + 1;
>                endif;
> 
>             endsl;
> 
>         enddo;
> 
>         *inlr = *on;
>         return;
> 
>       /end-free
> 
> 
>       *+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
>       * GetItemNumber():  Ask the user for an item number
>       *
>       *       ItemNo = (output) Item number retrieved from user
>       *
>       *  Returns SUCCESS if item was entered, or FAIL if F3 pressed.
>       *+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
>      P GetItemNumber   B
>      D GetItemNumber   PI             1N
>      D   ItemNo                       5P 0
>       /free
> 
>          dou scMsg = *blanks;
> 
>             exfmt WIEITMS1;
>             scMsg = *blanks;
> 
>             if (key_F3);
>                return FAIL;
>             endif;
> 
>             if (scItem = 0);
>                scMsg = 'You must enter an item number!';
>             endif;
> 
>          enddo;
> 
>          ItemNo = scItem;
>          return SUCCESS;
> 
>       /end-free
>      P                 E



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