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I don't want to prolong this any longer than necessary since Jeff appears to have found his solution. However, I believe this example may be flawed. I say maybe because it depends on how you number your level breaks. If you sequence your breaks as L3 being the lower level break and L1 being the higher level break this will work but is the opposite of the cycle. If you use the cycle ordering of L1 being the lower level and L3 being the higher level this example will execute higher level breaks when the break occurred at a lower level. It should be something like this: If L3 Do L3 stuff Do L2 stuff Do L1 stuff EndIf If L2 Do L2 stuff Do L1 stuff EndIf If L1 Do L1 stuff EndIf Rick
-----Original Message----- From: rpg400-l-bounces@xxxxxxxxxxxx [mailto:rpg400-l-bounces@xxxxxxxxxxxx] On Behalf Of RPower@xxxxxxxxxx Sent: Wednesday, July 19, 2006 11:20 AM To: RPG programming on the AS400 / iSeries Subject: RE: Skeleton for level breaks Wouldn't you check them in the order: if L1 L3 stuff L2 stuff L1 stuff iter endif if L2 L3 stuff L2 stuff iter endif if L3 L3 stuff iter endif so that if all 3 are on, then they complete in the correct order? Ron Power Programmer Information Services City Of St. John's, NL P.O. Box 908 St. John's, NL A1C 5M2 709-576-8132 rpower@xxxxxxxxxx http://www.stjohns.ca/ ______________________________________________________________ _____________ Success is going from failure to failure without a loss of enthusiasm. - Sir Winston Churchill
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