ILE RPG Programmer's Guide
Many debug commands are available for use with the ILE source
. The debug commands and their parameters are entered on the debug
command line displayed on the bottom of the Display Module Source
and Evaluate Expression displays. These commands can be entered in
uppercase, lowercase, or mixed case.
Note:
The debug commands
entered on the debug command line are not CL commands.
The debug commands are listed below.
- Command
- Description
- ATTR
- Permits you to display the attributes of a variable. The attributes
are the size and type of the variable as recorded in the debug symbol
table.
- BREAK
- Permits you to enter either an unconditional or conditional
job breakpoint at a position in the program being tested. Use BREAK line-number WHEN expression to
enter a conditional job breakpoint.
- CLEAR
- Permits you to remove conditional and unconditional breakpoints,
or to remove one or all active watch conditions.
- DISPLAY
- Allows you to display the names and definitions assigned by
using the EQUATE command. It also allows you to display a different
source module than the one currently shown on the Display Module Source
display. The module object must exist in the current program object.
- EQUATE
- Allows you to assign an expression, variable, or debug command
to a name for shorthand use.
- EVAL
- Allows you to display or change the value of a variable or to
display the value of expressions, records, structures, or arrays.
- QUAL
- Allows you to define the scope of variables that appear in subsequent
EVAL or WATCH commands. Currently, it does not apply to ILE RPG.
- SET
- Allows you to change debug options, such as the ability to update
production files, specify if find operations are to be case sensitive,
or to enable OPM source debug support.
- STEP
- Allows you to run one or more statements of the procedure being
debugged.
- TBREAK
- Permits you to enter either an unconditional or conditional
breakpoint in the current thread at a position in the program being
tested.
- THREAD
- Allows you to display the Work with Debugged Threads display
or change the current thread.
- WATCH
- Allows you to request a breakpoint when the contents of a specified
storage location is changed from its current value.
- FIND
- Searches forwards or backwards in the module currently displayed
for a specified line number or string or text.
- UP
- Moves the displayed window of source towards the beginning of
the view by the amount entered.
- DOWN
- Moves the displayed window of source towards the end of the
view by the amount entered.
- LEFT
- Moves the displayed window of source to the left by the number
of columns entered.
- RIGHT
- Moves the displayed window of source to the right by the number
of columns entered.
- TOP
- Positions the view to show the first line.
- BOTTOM
- Positions the view to show the last line.
- NEXT
- Positions the view to the next breakpoint in the source currently
displayed.
- PREVIOUS
- Positions the view to the previous breakpoint in the source
currently displayed.
- HELP
- Shows the online help information for the available source
commands.
The online help for the ILE source describes the debug commands,
explains their allowed abbreviations, and provides syntax diagrams
for each command. It also provides examples in each of the ILE languages
of displaying and changing variables using the source .
Follow these steps to access the online help information for ILE RPG:
- Enter STRDBG library-name/program-name where program-name is
any ILE program with debug data in library library-name.
- Enter DSPMODSRC to show the source view if this screen
does not appear following step 1.
- Enter PF1 (Help)
- Put your cursor on EVAL and press enter to bring up
the EVAL command help.
- Put your cursor on Expressions and press enter to bring
up help for expressions.
- Put your cursor on RPG language and press enter to
bring up RPG language examples.
- From the help panel which appears, you can select a number of
topics pertaining to RPG, such as displaying variables, displaying
table, and displaying multiple-occurrence data structures.
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