Posted: Thu Jun 10, 2004 5:51 am Post subject: DFHMDF Parameters.
Hi,
I am using SDF facility to create maps, The input-output fields are generated with the parameters S,A,C,P,H,V,O .
Please help me out by explaining all the parameters or If there is any link, where we can get detailed descriptions and how to use these all parametres, please let me know.
Joined: 12 Jan 2004 Posts: 240 Topics: 48 Location: Maryland
Posted: Thu Jun 10, 2004 9:11 am Post subject:
Those parameters look specific to the Screen you are Designing and I guess they cannot be explained without having a clue of what the screen contains.
For understanding the SDF Basics please read the CICS reference material using Quick Manual Links which you will find on top of this page.
The map field name is MX-EMP-NO and the all the parametres are generated by SDF. MX-EMP-NOO refers to output field of length one byte. MX-EMP-NOC refers to color of the field on the screen. Eg: MOVE RED TO MX-EMP-NOC results to the color of that field on the screen to RED.
Like this I am looking for description of other fields with parameters S,P,H,V and how to use them.
Joined: 12 Jan 2004 Posts: 240 Topics: 48 Location: Maryland
Posted: Fri Jun 11, 2004 8:56 am Post subject:
hemakumarl, did you refer to the manual so far
It is not clear what your objective is , the DFHMDF is a BMS Macro and what you have listed here is a form of a Cobol Copybook , which are two different things.
If you are using SDF (in practice) you would know that after the Screen Design there is a way to generate the BMS and a corresponding Copybook by which one can refer/modify the Field attributes programatically. These 2 things are made to work in conjunction for a CICS screen to materialise.
Sorry for late reply.. in fact i had not seen your request,,
well what you have mentioned is 100 % correct
Quote:
The map field name is MX-EMP-NO and the all the parameters are generated by SDF. MX-EMP-NOO refers to output field of length one byte. MX-EMP-NOC refers to color of the field on the screen. Eg: MOVE RED TO MX-EMP-NOC results to the color of that field on the screen to RED
in the same way
MX-EMP-NOA is an attribute field where u can protect, unprotect or make bright,dark..etc to any field
Like this
Code:
MOVE 'PROT' TO MX-EMP-NOA.
MX-EMP-NOP is for programmed symbols that can be used like this.
example :
Code:
MOVE 'BASE' TO MX-EMP-NOP. or
MOVE 'PSID' TO MX-EMP-NOP
where BASE is the default and specifies that the base symbol set is to be used and
PSID specifies a single EBCDIC character, or a hexadecimal code of the form X'nn', that identifies the set of programmed symbols to be used.
MX-EMP-NOH is used for Hilight.
we can use BLINK, REVERSE, UNDERLINE or OFF like this
Code:
MOVE 'BLINK' TO MX-EMP-NOH.
THIS makes the output of this field to blink.
MX-EMP-NOV is for Validation
we can move MUSTFILL , MUSTENTER , TRIGGER or USEREXIT like this
Code:
MOVE 'MUSTFILL' TO MX-EMP-NOV.
Here
MUSTFILL specifies that the field must be filled completely with data. An attempt to move the cursor from the field before it has been filled, or to transmit data from an incomplete field, raises the INHIBIT INPUT condition.
please remember that this validation does not work on all terminals
and this MX-EMP-NOO i think you know well bcos this is very widely used variable used to sent any out put to map.
Sorry for late reply.. in fact i had not seen your request,,
well what you have mentioned is 100 % correct
Quote:
The map field name is MX-EMP-NO and the all the parameters are generated by SDF. MX-EMP-NOO refers to output field of length one byte. MX-EMP-NOC refers to color of the field on the screen. Eg: MOVE RED TO MX-EMP-NOC results to the color of that field on the screen to RED
in the same way
MX-EMP-NOA is an attribute field where u can protect, unprotect or make bright,dark..etc to any field
Like this
Code:
MOVE 'PROT' TO MX-EMP-NOA.
MX-EMP-NOP is for programmed symbols that can be used like this.
example :
Code:
MOVE 'BASE' TO MX-EMP-NOP. or
MOVE 'PSID' TO MX-EMP-NOP
where BASE is the default and specifies that the base symbol set is to be used and
PSID specifies a single EBCDIC character, or a hexadecimal code of the form X'nn', that identifies the set of programmed symbols to be used.
MX-EMP-NOH is used for Hilight.
we can use BLINK, REVERSE, UNDERLINE or OFF like this
Code:
MOVE 'BLINK' TO MX-EMP-NOH.
THIS makes the output of this field to blink.
MX-EMP-NOV is for Validation
we can move MUSTFILL , MUSTENTER , TRIGGER or USEREXIT like this
Code:
MOVE 'MUSTFILL' TO MX-EMP-NOV.
Here
MUSTFILL specifies that the field must be filled completely with data. An attempt to move the cursor from the field before it has been filled, or to transmit data from an incomplete field, raises the INHIBIT INPUT condition.
please remember that this validation does not work on all terminals
and this MX-EMP-NOO i think you know well bcos this is very widely used variable used to sent any out put to map.
This (and the other similar bits of code) don't make sense. You are moving a 4 character literal to the the 1-byte attribute field.
If you were using the standard DFHBMSCA copybook to make the field protected
you would code
Code:
MOVE DFHBMPRO TO MX-EMP-NOA
or if you defined your own working storage one-byte attribute field called PROT (with the value '-') you might code
I still don't see how you fit a 4 character literal into a 1-byte field? I'm not saying it won't compile - it will compile and run but will (in the 'PROT' case) just move the inital 'P' to the 1-byte attribute field. This is not the correct value for a protected field attribute. Depending on the bit patterns involved, it might or might not work, but if it does work, it's just a coincidence and it's still not right.
The only thing I can think of which would make your code correct is if it was run through a specially written preprocessor which spots these 'special' literals and substitutes the correct values.
If you still think this is right and you're not using a custom pre-processor, can you please show me the relevant section of COBOL compiler output with the generated code for the MOVE, e.g. like this bit
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