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At what point do you give up?You don't.
THE FUTURE OF THIS PLATFORM DEPENDS ON IMPROVING CODE. IT'S NOT HAPPENING. WHAT CAN WE POSSIBLY DO?Write callable code that can be inserted into legacy systems.
*THAT* is the point behind RPG-OA.No offense to the designers, but RPG-OA is just another band-aid. It does almost nothing that a CALL can't do. In fact, unless you use free-form access techniques, you're going to use a KLIST, and what exactly is the difference between a KLIST and a PLIST? Not a lot. In fact, I'd prefer teaching people to use data structures to pass data between programs; they're much more flexible.
With RPG-OA, *we* (those that have progressed beyond the 1980s) can provide handlers to do something modern. And *they* (the majority who still thinks RPG II was the end-all-be-all of programming languages) doesn't have to change or learn anything new.Or you could use a CALL.
With RPG OA we can give them spreadsheets, again without asking them to learn anything.We do that today. In my shop, we let them call a program that sends the data to a data queue to be processed by Java, or invokes a service program, or whatever. It even works in RPG III.
Same with GUI interfaces.
*THAT* is the point. It's not that RPG OA is a great idea, or is a modern approach. It's not. It's just that we've given up on RPG programmers ever changing anything. So we're making it possible to move beyond 1980's technology without them learning anything.RPG-OA is a horrible way to modernize code. It's a semi-effective way to cram a 5250 interface onto an existing program without severe rewrite (although I'm still unclear on how indicators are handled), and I suppose there are one or two classes of problems (interfacing to certain types of XML data, perhaps) where it might make sense, but in general it's a technological solution looking for a problem.
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