• Subject: RE: What bugs you about KLISTs in RPG IV?
  • From: Chris Bipes <ChrisB@xxxxxxxxxxxxxxx>
  • Date: Mon, 14 Jun 1999 14:40:01 -0700

-----Original Message-----
From: Gwecnal@aol.com [mailto:Gwecnal@aol.com]
Sent: Monday, June 14, 1999 9:15 AM
To: RPG400-L@midrange.com
Subject: Re: What bugs you about KLISTs in RPG IV?


In a message dated 99-06-14 12:08:13 EDT, you write:

> 1) What are  the top three things that bug you about programming
>     compound keys in RPG?
>  
>  2) Would KLISTs in D-Specs fix any of those things?
>  
>  3) What would make compound keys easier in RPG?

I have been reading this thread and decided to add my 2 cents.

I agree that defining klist in the d specs makes sense.

1A: It is nice to have all your fields, data structures, parms (prototypes),
and key lists defined in the same place.  It should not be to hard to teach
the compiler that a KDS is a key list like a EDS is an external data
structure.

1B: This could pull the full KLIST from the file definition.  Then using the
overlay to build partial KLISTS.  No more editing of KLISTs when the file
key definition is changed.

1C: Debugging and not being able to put the cursor on the klist and seeing
all the fields like we can with a data structure.

2: This would definitely fix the first irritant.  If done correctly is
should fix all three.

3: Compound keys are great to have.  The more complex the key, the harder to
work with.  Coming from a S36 I am glad to have them.  I can't think of how
to make them easier to use though.  Perhaps putting into the compile listing
and Select/Omit parm on the logical or whether the field is ascending or
descending would help when debugging the setll on full key and reade on
partial key.  Also specifying in the listing if the key is unique.  I know
it is all in the file definition, but often over looked when glancing at
that beautiful DSPFD output IBM provided us with.
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