We use a copy member with the Standard H-Specs and a copy member with
reference fields and data structures, but all information within these copy
members are conditioned with compiler directives, so we can activate or
deactivate special information within these compy members whenever we want.
We also use copy members that include prototypes.
For everything else we used copy members within RPGIII we no use external
ILE procedures and functions.
Mit freundlichen Grüßen / Best regards
Birgitta Hauser
"Shoot for the moon, even if you miss, you'll land among the stars." (Les
Brown)
"If you think education is expensive, try ignorance." (Derek Bok)
"What is worse than training your staff and losing them? Not training them
and keeping them!"
-----Ursprüngliche Nachricht-----
Von: RPG400-L [mailto:rpg400-l-bounces@xxxxxxxxxxxx] Im Auftrag von Bob
Cagle
Gesendet: Wednesday, 11.3 2015 23:38
An: RPG400-L@xxxxxxxxxxxx
Betreff: /Copy books - yes or no?
Here's a fun topic:
During lunch with my friend today I brought up the subject of copy books,
and I was surprised by his complete and total vehemence against them. His
son was there also, who is currently learning C++, and he was surprised as
well, since C++ makes frequent use of #Include statements.
Personally, I have been using /Include in my RPG instead of /Copy, just
because it looks more modern to me.
So, do you use copy books in your RPG? Why, why not? Pros and Cons?
I'll start:
Pro: Procedure prototypes don't have to be rekeyed everywhere
Con: Sometimes you need to see the code in the copy book, and you have
to go to a separate source to view it.
Thanks
Bob Cagle
IT Manager
Lynk, Inc.
--
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