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Can't agree on this one. Long ago, wrote a file maintenance program
generator where the mainline was a big /copy. All unique stuff done in
subroutines called from the mainline. Used it 100's of times. Every few
years needed to add something to the mainline. Always made sure it was
backward compatible so you could recompile without effect. Saved my life.


message: 5
date: Wed, 11 Mar 2015 19:19:13 -0500
from: Sam_L <lennon_s_j@xxxxxxxxxxx>
subject: Re: /Copy books - yes or no?

Yes, for things like constants and prototypes.

Never did like them for executable code, though. IMHO, way to much
chance of undesirable side effects and way to many dependencies needed
in the using code. Callable programs or procedures should be used instead.

Sam

On 3/11/2015 5:37 PM, Bob Cagle wrote:
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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