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I had a hunch that's what you'd say, so why then do we persist 'nomain'
modules in the AG after their 'main' module has ended?  Who is going to
use it?

Because the modules don't know anything about one another. In order for the 'nomain' module to set its "reinitialize everything" flag, it'd have to KNOW that the main module has ended. That would require having the compiler insert code in the main module that notifies it of that fact.


In order for 'main' to know that it has to notify 'nomain' to shut down, it would have to know at compile time (not bind time!) that it will eventually be bound to another RPG module, and what that module is called, so that it can insert code to notify it...

Seems like a really convoluted way to reinvent the wheel to me. Activation groups can already do this -- and aren't RPG specific.


Are we for some reason assuming that the original 'main' program that used it will be needed again later, so why clean up after ourselves? That's an interesting assumption. I'd be interested in hearing any further thoughts you might have on this.

No, it's not an assumption at all. When you activate a program into an activation group, it stays in memory until that activation group is destroyed. And you haven't destroyed it!


The system therefore is giving you a choice. You can reclaim the activation group to tell the system that you want to clean everything up, or you can manage the cleaning up on your own. If you choose the later, don't blame the system if something isn't cleaned up. :)

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