*************** Beginning of data *************************************
0001.00 C Z-ADD10 I 20 0002.00 C Z-ADD20 J 20 0003.00 C Z-ADD0 K 20 0004.00 C I ADD J K 0005.00 C K DSPLY 0006.00 C RETRN ****************** End of data ****************************************
2. ARRAY_2 RPG compile time array
0001.00 E ARR 1 1215
0001.01 C Z-ADD1 I 20 0001.02 C I DOWLE12 0002.00 C ARR,I DSPLY 0002.01 C ADD 1 I 0002.02 C ENDDO 0003.00 C RETRN 0004.00 ** 0005.00 JANUARY 0006.00 0007.00 MARCH 0008.00 APRIL 0009.00 MAY 0010.00 JUNE 0011.00 JULY 0012.00 AUGUST 0013.00 SEPTEMBER 0014.00 OCTOBER 0015.00 NOVEMBER 0016.00 DECEMBER ****************** End of data ****************************************
3. DS1_1 RPG simple data structure
*************** Beginning of data *************************************
0000.02 IABC DS 0002.00 I 1 20 NAME 0002.01 I 1 5 FNAME 0002.02 I 6 10 MNAME 0002.03 I 11 20 LNAME 0003.00 C MOVE 'KRISHNA' NAME 0004.00 C MOVEL'RADHA' NAME 0005.00 C NAME DSPLY 0006.00 C FNAME DSPLY 0007.00 C MNAME DSPLY 0008.00 C LNAME DSPLY 0009.00 C RETRN ****************** End of data **************************************** 4. DS2_1 RPG data structure with file opr
*************** Beginning of data *************************************
0000.01 FEMP IF E DISK 0001.00 IABC E DSEMP 0002.00 I* 1 3 ENO 0003.00 I* 4 23 ENAME 0004.00 C DSPLY ENO 0005.00 C DSPLY ENAME 0006.00 C RETRN ****************** End of data ****************************************
5. DS2_2 RPG data structure with file opr
*************** Beginning of data *************************************
0001.00 FEMP IF E DISK 0002.00 IABC E DSEMP 0003.00 I 1 3 #ENO 0004.00 I 9 28 #ENAME 0005.00 I 9 12 NAME1 0006.00 I 12 15 NAME2 0007.00 C READ EMPR 10 0008.00 C DSPLY #ENO 0009.00 C DSPLY #ENAME 0010.00 C DSPLY NAME1 0011.00 C DSPLY NAME2 0012.00 C RETRN ****************** End of data ****************************************
6. DTAARA_DS RPG data area data structure in rpg
*************** Beginning of data *************************************
0001.00 IABC UDS 30 0002.00 I 1 10 FNAME 0003.00 I 11 20 MNAME 0004.00 C *NAMVAR DEFN DAT6 ABC 0005.00 C IN ABC 0006.00 C FNAME DSPLY 0007.00 C MNAME DSPLY 0008.00 C SETON LR 0009.00 C RETRN ****************** End of data ****************************************
7. F_INFO_DS RPG file info data structure
*************** Beginning of data *************************************
0001.00 FEMP UF E K DISK 0002.00 FEMPPF UF E UF K DISK INFDS FLSD1 ****************** End of data ****************************************
8. F_INFO_DS1 RPG file info data structure
*************** Beginning of data *************************************
0001.00 FEMP UF E K DISK 0002.00 FEMPPF UF E UF K DISK INFDS FLSD1 ****************** End of data ****************************************
9. IF_COND1 RPG IF condition example
*************** Beginning of data *************************************
0001.00 C Z-ADD4 I 20 0002.00 C I IFEQ 2 0003.00 C 'TRUE' DSPLY 0003.02 C ELSE 0003.03 C 'FLASE' DSPLY 0003.04 C ENDIF 0004.00 C RETRN ****************** End of data ****************************************
10. IF_COND2 RPG Multiple conditions in IF
*************** Beginning of data *************************************
0001.00 C Z-ADD2 I 20 0001.01 C Z-ADD4 J 20 0002.00 C I IFEQ 2 0002.01 C J ANDEQ4 0003.00 C 'TRUE' DSPLY 0003.02 C ELSE 0003.03 C 'FLASE' DSPLY 0003.04 C ENDIF 0004.00 C RETRN ****************** End of data ****************************************
11. LOOKUP_P RPG pgm to check a particular number
*************** Beginning of data *************************************
0001.00 E ARR 1 4 2 0 0002.00 C Z-ADD1 I 20 0003.00 C I DOWLE9 0004.00 C 11 LOKUPARR 10 0004.01 C *IN10 IFEQ *ON 0004.02 C 'FOUND' DSPLY 0005.00 C ARR,I DSPLY 0005.01 C LEAVE 0005.02 C ENDIF 0006.00 C I ADD 1 I 0007.00 C ENDDO 0007.01 C *IN10 IFEQ *OFF 0007.02 C 'NOT FOUD'DSPLY 0007.03 C ENDIF 0009.00 C RETRN 0010.00 ** 0011.00 10 0012.00 20 0013.00 30 0014.00 40 ****************** End of data ****************************************
12. LOOP1 RPG dow loop example
*************** Beginning of data *************************************
0001.00 C Z-ADD1 I 20 0002.00 C I DOWLE3 0003.00 C DSPLY I 0004.00 C I ADD 1 I 0005.00 C ENDDO 0006.00 C RETRN ****************** End of data ****************************************
13. LOOP2 RPG doU loop example
*************** Beginning of data *************************************
0001.00 C Z-ADD1 I 20 0002.00 C I DOULE3 0003.00 C DSPLY I 0004.00 C I ADD 1 I 0004.01 C I DSPLY 0005.00 C ENDDO 0006.00 C RETRN ****************** End of data ****************************************
14. PRE_ARR RPG pre - runtime array
*************** Beginning of data *************************************
0001.00 FEMP IT F 105 EDISK 0002.00 E EMP ARR 1 25 50 0003.00 C Z-ADD1 I 20 0004.00 C I DOWLE13 0005.00 C ARR,I DSPLY 0006.00 C I ADD 1 I 0007.00 C ENDDO 0008.00 C RETRN ****************** End of data ****************************************
15. QRY123 RPG sample pgm
*************** Beginning of data *************************************
****************** End of data ****************************************
16. RUN_ARR1 RPG runtime rray
*************** Beginning of data *************************************
0001.00 FEMP IT F 107 EDISK 0002.00 E EMP ARR1 1 25 50 0003.00 E ARR2 1 25 50 0004.00 C Z-ADD1 INDEX 20 0005.00 C MOVEAARR1 ARR2 0006.00 C DO 5 0007.00 C ARR2,INDEXDSPLY 0008.00 C INDEX ADD 1 INDEX 0009.00 C ENDDO 0011.00 C SETON LR 0012.00 C RETRN ****************** End of data ****************************************
17. SIMPLE_DS RPG data area data structure in rpg
*************** Beginning of data *************************************
0001.00 IABC DS 25 0002.00 I 1 10 FNAME 0003.00 I 21 25 MNAME 0004.00 C MOVEL'HELLO' ABC 0005.00 C MOVE 'WORLD' ABC 0006.00 C FNAME DSPLY 0007.00 C MNAME DSPLY 0008.00 C SETON LR 0009.00 C RETRN ****************** End of data ****************************************
18. SOFT_A RPG sorta example code
*************** Beginning of data *************************************
0001.00 E ABC 1 5 2 0 0001.01 E XYZ 1 5 2 0D 0002.00 C Z-ADD0 RES 30 0003.00 C SORTAABC 0003.01 C MOVEAABC XYZ 0004.00 C XYZ DSPLY 0005.00 C RETRN 0006.00 ** 0007.00 30 0008.00 20 0009.00 10 0010.00 50 0011.00 40 ****************** End of data ****************************************
19.SOFT_A1 RPG sorta example code V1
*************** Beginning of data *************************************
0001.00 E ABC 1 5 2 0D 0001.01 E XYZ 1 5 2 0 0001.02 C* Z-ADD1 I 20 0002.00 C Z-ADD0 RES 30 0003.00 C SORTAABC 0003.01 C MOVEAABC XYZ 0003.02 C* I DOWLE5 0003.03 C* MOVEAABC,I XYZ,I 0004.00 C XYZ,1 DSPLY 0004.01 C* XYZ,2 DSPLY 0004.02 C* XYZ,3 DSPLY 0004.03 C* XYZ,4 DSPLY 0004.04 C* XYZ,5 DSPLY 0004.05 C* ADD 1 I 0004.06 C ENDDO 0005.00 C RETRN 0006.00 ** 0007.00 30 0008.00 20 0009.00 10 0010.00 50 0011.00 40 ****************** End of data ****************************************
20. SUB RPG
*************** Beginning of data *************************************
0001.00 C Z-SUB2 A 20 0002.00 C Z-SUB4 B 20 0003.00 C A SUB B C 40 0004.00 C DSPLY C 0005.00 C RETRN ****************** End of data ****************************************
21. TEST RPG
*************** Beginning of data *************************************
0001.00 E ABC 1 12 15 0002.00 C Z-ADD1 I 20 0003.00 C I DOWEQ12 0004.00 C ABC,I DSPLY 0005.00 C ADD 1 I 0006.00 C ENDDO 0007.00 C RETRN 0008.00 ** 0009.00 SUNDAY 0010.00 MONDAY 0011.00 TUESDAY 0012.00 WEDNSDAY 0013.00 THURSDAY 0014.00 FRIDAY 0015.00 SARURDAY 0016.00 DSD 0017.00 DSDS ****************** End of data ****************************************
22. XFOOT_A RPG xfoot example code
*************** Beginning of data *************************************
0001.00 E ABC 1 5 2 0 0002.00 C Z-ADD0 RES 30 0003.00 C XFOOTABC RES 0004.00 C RES DSPLY 0005.00 C RETRN 0006.00 ** 0007.00 10 0008.00 20 0009.00 80 0010.00 40 0011.00 50 ****************** End of data ****************************************