|
Experience has taught me that when I can't see why something is written the way it is written then I best be careful and not walk into a mess and make it even worse.
So I've learned to ask questions. I think Shannon explained why it was written the way it was. Multiple occurrence data structures always struck me as being a solution looking for a problem to solve.
Thanks to everyone that responded. Now I feel confident about solving the problem I was assigned.
Jon Paris wrote:
Does it make it any easier to understand if I show it RPG IV style ratherthan converted RPG III Booth?This is what the structure looks like. Any additional array elements should be added as shown. D CollSO_DS DS D CollTxt1 60 D CollTxt2 60 D CollTxt3 60 D CollTxt4 60 D CollTxt5 60 D* Add additional elements of 60 here then change DIM D CollCode 3 D CollTxt 60 DIM(5) Overlay(CollSO_DS) I have to assume that the programmer wanted to reference the individual fields by name for some reason. Perhaps to output the data to a display file? Build the data up as an array, but populate the display file without having to do the individual field moves. Jon Paris Partner400 www.Partner400.comwww.RPGWorld.com
As an Amazon Associate we earn from qualifying purchases.
This mailing list archive is Copyright 1997-2024 by midrange.com and David Gibbs as a compilation work. Use of the archive is restricted to research of a business or technical nature. Any other uses are prohibited. Full details are available on our policy page. If you have questions about this, please contact [javascript protected email address].
Operating expenses for this site are earned using the Amazon Associate program and Google Adsense.