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using a rpg program with both green-screen and profoundui

Posted: Thu Mar 03, 2011 11:39 am
by chris_rover
Hi Guys,
what sort of coding do I need to do to enable my rpg program to use either profoundui or the original green screen, without having to make two different program source?
I saw it being done in one of the videos, but the writing was too small for me to follow.

please help!

Re: using a rpg program with both green-screen and profoundui

Posted: Fri Mar 04, 2011 4:33 pm
by Greg
The answer is yes this can be done however; there is more involved than just a few lines of code.

First ensure the following lines of code are in your ILE source member:

F/IF DEFINED(WEB)
F HANDLER('PROFOUNDUI(HANDLER)')
F/ENDIF

Secondly, ensure that when this ILE source member is compiled prompt and use F10 and scroll down to the following:

Define condition names . . . . . *NONE

and change this to the following:

Define condition names . . . . . WEB


The destination library for the ILE compiled object and DDS converted object must not be the same as green screen objects.

For the green screen version compile the ILE source in a different destination library without WEB as a defined condition.

Ensure that your library list has the rich converted objects before the green screen objects.

Please let me know if this helps.

Re: using a rpg program with both green-screen and profoundui

Posted: Thu Sep 08, 2011 9:51 am
by chris_rover
Ok, it's working. I simply need to manage the library list, as the two displays tend to get mixed up. we have one version of the program, two versions of the display(in two seperate libraries)