• Subject: Re: RE: Key List in 'D" spec
  • From: "Pat Lynch" <pat.lynch@xxxxxxxxxxx>
  • Date: Sun, 19 Sep 1999 00:22:10 +0100

Brad.

What I cannot understand from all this is, If KLIST and PLIST are not 
executable code, why is there a need to put them in any Subroutine?. 
---- Begin Original Message ----

From: "Stone, Brad V (TC OASIS)" <bvstone@taylorcorp.com>
Sent: Fri, 10 Sep 1999 10:32:58 -0500
To: "'RPG400-L@midrange.com'" <RPG400-L@midrange.com>
Subject: RE: Key List in 'D" spec


I understood that. �But dead to whom? �The 5% of all programmers who happen
to be on this list? �Declaring something dead is, IMHO, sort of silly.
People still use assembler. �Isn't that Dead?

Use what you want. �Use PLISTS and KLISTS if you want. �Just put them in the
*INSZR, which is of course at the bottom of the program. �;)

Bradley V. Stone
BVS/Tools
http://www.bvstools.com



> -----Original Message-----
> From: Buck Calabro [mailto:mcalabro@commsoft.net]
> Sent: Friday, September 10, 1999 8:52 AM
> To: 'RPG400-L@midrange.com'
> Subject: RE: Key List in 'D" spec
> 
> 
> Brad,
> I think he meant that declaratives are "dead" opcodes in the 
> sense that they
> are not executable code. �In essence, the "elegance" of the 
> language would
> be improved by putting all of the declarations together in the
> D-specifications.
> 
> Rick,
> There was a long-running thread on just this topic. �It would 
> probably bore
> you to read the whole thing, but the gist of it was that the folks in
> Toronto are trying to focus more on adding new functionality to the
> language: add new things we can't do today, rather than tweak 
> the things we
> can already do. �The Lab has been doing informal surveys on what
> enhancements we'd like to see - stick around and make your 
> voice heard when
> the next one comes out... It's usually good for an active 
> discussion of the
> pros and cons of the top few choices! �:-)
> 
> Buck Calabro
> Aptis; Albany, NY
> mailto:Buck.Calabro@aptissoftware.com
> 
> > -----Original Message-----
> > From:       Stone, Brad V (TC OASIS) 
> > Sent:       Friday, September 10, 1999 9:16 AM
> > To: 'RPG400-L@midrange.com'
> > Subject:    RE: Key List in 'D" spec
> > 
> > A "dead" command? �Oh boy.. here we go again.
> > 
> > I suppose ADD is a dead command too because we have eval. �
> Well, what if
> > you
> > are incrementing a counter that you want to loop back to 
> zero after it
> > maxes? �With eval, error. �With add, overflow and no problems.
> > 
> > Please, don't start calling commands dead. �It's silly. �
> RPG is supposed
> > to
> > be a dead language. �(haha!) �But it's still used.
> > 
> > Bradley V. Stone
> > BVS/Tools
> > http://www.bvstools.com
> > 
> > > -----Original Message-----
> > > From: rbrightman@amclog.com [mailto:rbrightman@amclog.com]
> > > Sent: Friday, September 10, 1999 8:01 AM
> > > To: RPG400-L@midrange.com
> > > Subject: Key List in 'D" spec
> > > 
> > > Does anybody know why RPG designers don't have 'key lists' in 
> > > 'D' specs? It
> > > seems to me that 'C' specs should only have "active" commands 
> > > in them. Key list
> > > (KLIST) is a dead command.
> > > 
> > > Rick, � � � Atlanta
> > 
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