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Thanks Mark, Paul and you Scott. Your approach was similar to what Mark and Paul proposed but you also really filled in the blanks for me. Helping me to understand the concepts behind the recommendations.

All very helpful.

Pete


Scott Klement wrote:

Hi Pete,

In RPG III I would have written something like:

FIELD1    CHAIN   MYFILEFMT       97
*IN99     IFEQ      *ON
          SETON                               20           ENDIF
FIELD2    CHAIN  MYFILEFMT       97
*IN99     IFEQ      *ON
          SETON                               21           ENDIF


The problem with numeric indicators is that it's not possible to give them meaningful names. That makes your program difficult to read for the next guy. I think it's a really good idea to replace them with named indicators, even though it's a bit of a departure from RPG III, its a lot easier to read.

In RPG IV, you can specify the INDDS keyword on your F-spec. It tells the system that when reading the display file, you don't want to import the indicators into your prorgram. Instead, you want to map those indicators across a data structure.

To do that, you'll code something like this (to save e-mail space, I'll do only 5 fields):

     FSCREEN    CF   E             WORKSTN INDDS(ScreenInds)

     D ScreenInds      ds
     D   ExitKey                       N   overlay(ScreenInds:03)
     D   CancelKey                     N   overlay(ScreenInds:12)
     D   RIHI_Field                    N   overlay(ScreenInds:20)
     D                                     dim(5)

NOTE: You must have the INDARA keyword in your display file to use this.

If your display file has CF03(03) (or CA03(03)) so that indicator 03 is set on when F3 is pressed, the above example will call that idnicator "ExitKey" in your RPG program. It simply maps *IN03 of the display file to "ExitKey" in RPG -- just gives it a new name in the RPG. *IN03 in RPG will no longer reflect the exit key.

Likewise, you can do that with your reverse image/highlight fields. In the example above, I've used an array. Indicator 20 will map to RIHI_Field(1), Indicator 21 to RIHI_Field(2), etc. This is another beautiful thing about this data structure support...

You can map your FIELD1 FIELD2 FIELD3 to an array using a data structure as well:

     D ArrayFields     ds
     D   Field1
     D   Field2
     D   Field3
     D   Field4
     D   Field5
     D   Field                             like(Field1) Dim(5)

This defines an array named "Field" that has the same properties as Field1. Now you cna reference Field1 as FIELD(1), and Field2 as FIELD(2), etc.

This makes it easy to use a loop to verify the fields:

     D f               s             10I 0

     /free

          // set all RIHI indicators off.

          RIHI_Field(*) = *OFF;

          // set on the ones that aren't in MYFILEFMT:

          for f = 1 to 5;

             chain Field(f) MYFILEFMT;

             if not %found;
                RIHI_Field(f) = *ON;
             endif;

          endfor;

You can also blank out all of your selection fields by doing:

          FIELD(*) = ' ';

Much more elegant than RPG III, easier to read, easier to maintain the code because there's only one place where the CHAIN is done instead of many.

Just my opinion, of course.


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