I attempt to compile unmodified source with the PUIBNDRPG command.
It fails, it appears to be a *TGTRLS issue
CPF0C33 Escape 30 30/07/10 09:29:42.906730 QSZCHKTG QSYS 00DF QRN4CPP QDEVTOOLS *STMT
To module . . . . . . . . . : GRP4SYSP
To procedure . . . . . . . : resolve_tgtrls
Statement . . . . . . . . . : 4
Message . . . . : Target release 0 *NONE not valid.
joblog attached
V7R1 compile issues with PUIBNDRPG
-
- Profound User
- Posts: 67
- Joined: Thu Jul 29, 2010 1:25 am
- First Name: Tony
- Last Name: Cusack
- Company Name: Welding Industries
- City: Adelaide
- State / Province: Outside Canada/USA
- Zip / Postal Code: 5139
- Country: Australia
- Location: Adelaide, South Australia
- Contact:
V7R1 compile issues with PUIBNDRPG
- Attachments
-
- 1_spoolQPJOBLOG20100730093355729.txt
- (39.54 KiB) Downloaded 508 times
- Rob
- Profound Logic Staff Member
- Posts: 135
- Joined: Fri Jan 04, 2008 12:12 pm
- First Name: Rob
- Last Name: Ferguson
- Company Name: Profound Logic Software
- Contact:
Re: V7R1 compile issues with PUIBNDRPG
Thanks for this feedback. We have not been able to test the three PUI compile commands on V7R1 yet. Access to a test machine is planned for the next two weeks. In the meantime you should be able to compile with the pre-processor by using the exit point method. Page 15 of the getting started guide (installed with Profound UI, a link is provided on the welcome screen) provides details for compiling with either:
1. Open Access, or
2. The pre-processor with the three PUI commands, or
3. The pre-processor with exit points.
Below is an explanation for compiling RPG with the pre-processor using PDM.
If you use PDM as your development environment for RPG, you can configure compile exit points, which will allow you to use standard options 14 (to compile programs) and 15 (to create modules) in PDM.
To add the exit points, run command ADDPUIEXIT located in the PROFOUNDUI library. This only needs to be done one time. If later, you want to remove the exit points, you may use the RMVPUIEXIT command.
Once exit points are added, you can compile using the following steps:
- Ensure that PROFOUNDUI is on the library list.
- Place option 14 or 15 by the program you want to compile, and enter keyword DEFINE(PROFOUNDUI) on the command line.
1. Open Access, or
2. The pre-processor with the three PUI commands, or
3. The pre-processor with exit points.
Below is an explanation for compiling RPG with the pre-processor using PDM.
If you use PDM as your development environment for RPG, you can configure compile exit points, which will allow you to use standard options 14 (to compile programs) and 15 (to create modules) in PDM.
To add the exit points, run command ADDPUIEXIT located in the PROFOUNDUI library. This only needs to be done one time. If later, you want to remove the exit points, you may use the RMVPUIEXIT command.
Once exit points are added, you can compile using the following steps:
- Ensure that PROFOUNDUI is on the library list.
- Place option 14 or 15 by the program you want to compile, and enter keyword DEFINE(PROFOUNDUI) on the command line.
-
- Profound User
- Posts: 67
- Joined: Thu Jul 29, 2010 1:25 am
- First Name: Tony
- Last Name: Cusack
- Company Name: Welding Industries
- City: Adelaide
- State / Province: Outside Canada/USA
- Zip / Postal Code: 5139
- Country: Australia
- Location: Adelaide, South Australia
- Contact:
Re: V7R1 compile issues with PUIBNDRPG
PROFOUNDUI & PUISAMPLES added to library list
ran ADDPUIEXIT
put 14 next to CUSTINQ1R (unchanged source)
put DEFINE(PROFOUNDUI) on command line
hit enter
CRTBNDRPG screen appeared asking to replace exiting (shouldn't PUIBNDRPG have popped up here ?)
hit Y
compile successful
ran CUSTINQ1 - fail due to lack of OAR - i guess this confirms CRTBNDRPG was used rather than PUIBNDRPG.
----
since checked exit points
three were registered against QIBM_QCA_CHG_COMMAND
1310 PUIEXIT PROFOUNDUI
1320 PUIEXIT PROFOUNDUI
1330 PUIEXIT PROFOUNDUI
ran ADDPUIEXIT
put 14 next to CUSTINQ1R (unchanged source)
put DEFINE(PROFOUNDUI) on command line
hit enter
CRTBNDRPG screen appeared asking to replace exiting (shouldn't PUIBNDRPG have popped up here ?)
hit Y
compile successful
ran CUSTINQ1 - fail due to lack of OAR - i guess this confirms CRTBNDRPG was used rather than PUIBNDRPG.
----
since checked exit points
three were registered against QIBM_QCA_CHG_COMMAND
1310 PUIEXIT PROFOUNDUI
1320 PUIEXIT PROFOUNDUI
1330 PUIEXIT PROFOUNDUI
- Rob
- Profound Logic Staff Member
- Posts: 135
- Joined: Fri Jan 04, 2008 12:12 pm
- First Name: Rob
- Last Name: Ferguson
- Company Name: Profound Logic Software
- Contact:
Re: V7R1 compile issues with PUIBNDRPG
Make sure you have added these lines in the H Specs of your RPG code.
If the pre-processor does run, it will create a number of files in QTEMP including a source physical file called QPUILESRC
RPG CODE
The /DEFINE line is used as a switch. If it does not exist, the pre-processor will not run.If the pre-processor does run, it will create a number of files in QTEMP including a source physical file called QPUILESRC
-
- Profound User
- Posts: 67
- Joined: Thu Jul 29, 2010 1:25 am
- First Name: Tony
- Last Name: Cusack
- Company Name: Welding Industries
- City: Adelaide
- State / Province: Outside Canada/USA
- Zip / Postal Code: 5139
- Country: Australia
- Location: Adelaide, South Australia
- Contact:
Re: V7R1 compile issues with PUIBNDRPG
ok, found the problem, the exit point is against QDEVTOOLS/CRTBNDRPG, but we have a another version of CRTBNDRPG higher in the library list with changed command defaults. Once I removed that version, the compile runs successfully.
Thanks Rob.
Thanks Rob.
Who is online
Users browsing this forum: No registered users and 7 guests