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Bob P. Roche wrote:
Isn't one of the features of prototyping calls that always gets pointed
out, "the compiler checks your data to make sure you don't have a
mismatch"? If the compiler is just going to change my data to whatever it
thinks it needs, how is that helping me not make a mistake and reverse
parms? I know it will get caught in testing, but prototyping was supposed
to save me from this kind of mistake at compile time, unless I
specifically told it not to by using CONST.
I guess if all the parameters had slightly different types, you could
get that kind of parameter-order check.
But to ensure that check was reliable, you'd have to avoid using CONST
and VALUE and you'd have to give a slightly different data type to each
parameter. Those seem like awkward restrictions to deal with.
Prototyping was supposed to save you from making type and size mistakes
with individual parameters, but there was no particular intention that
RPG programmers would use the parameter checks to make sure the
parameters were passed in the right order.
But ... that's one of the scenarios that would have to be considered
when deciding whether there would be a new keyword or whether the
behaviour would just change.
This reminds me of a few complaints when the LR indicator was made
optional on the READ opcode. People complained that the editor didn't
forced them to code the indicator, so they also forgot to code the eof
check.
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