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Actually you do not need a CL program. You could easily do it with a display file in the program. Or you could write a CMD object to run the program. For example these few lines of code would generate a screen that would prompt a person for the screen and then pass that as a parameter to the RPG program CMD PROMPT('Prompt for warehouse') PARM KWD(WAREHOUSE) TYPE(*CHAR) LEN(2) RSTD(*YES) + VALUES('01' '02') MIN(1) PROMPT(WAREHOUSE) Then you could do a CRTCMD against those lines of code. More detailed steps: CRTSRCPF mylib/QCMDSRC (if not already there) WRKMBRPDM mylib/QCMDSRC F6 to create I suggest one of two things: 1 - name the command the same as the program (if the user doesn't have to remember the name because it's called from a menu or CL program), 2 - Give it a name that the users groove on. Add those above lines. Compile it. Then, instead of calling your RPGLE program with the CALL command you type in the name of this new command, WITH NO CALL! and you now have a prompt screen with edit checking. Rather crude for adding new warehouses, granted. At that point you can either continue to use a command and add a "Prompt Override Program" or configure a display file in your RPG program and do it there. You may decide to break up your RPG program into two programs. One will do the prompting. The second one will be as you already have written. The benefit of that is that if you want to run it in batch you can bypass the first program that does the prompting. Most people aren't used to using a CMD object to front end a RPG program directly. Most people use them to run a CL program first. And, there are some that never call a RPG program without wrapping it in a CL program. In fact, I've worked with CASE tools that insist on this. However, I say, that if you are going to call a rpg program anyway, just call it without the CL. RPG can execute commands just as easily. It can also do many of the overrides using F spec keywords that many people often did in CL. Rob Berendt
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