Handling timestamps in RPGLE: Difference between revisions

From Try-AS/400
Jump to navigation Jump to search
(New)
 
(Temp link)
Tag: New redirect
 
Line 1: Line 1:
Data types of date, time, and timestamps are external to RPGLE and thus are somewhat special to handle. Support for date/time handling has to be explicitly enabled by <code>CVTOPT(*DATETIME)</code> in the <code>H</code> specs.
#REDIRECT [[Using timestamps in RPG]]
 
In turn, (DDS) defined database fields are '''not''' correctly imported as the appropriate data type by just referencing the file. My approach to handle timestamps therefore consists of multiple variables:
 
;CHANGED
:is a timestamp field in the database (physical file).<ref>RPG imports that as anything but a timestamp declared in the <code>D</code> statements.</ref>
;STAMP$
:is a 19 character field in the DSPF, for containing the pretty printed timestamp.
;STAMP
:is the RPGLE defined timestamp (<code>Z</code>) field. The <code>TIME</code> operator writes to this variable.
 
== Code ==
* Variable definition (in addition to autogenerated ones from referenced files).
    D* For saving/handling timetamp data.
    DSTAMP            S              Z
 
* Current time → Database
    C* Get current timestamp.
    C                  TIME                    STAMP
    C                  MOVEL    STAMP        CHANGED
 
* Database → Pretty print DSPF field
    C*
    C* Get timestamp, and produce nice version thereof.
    C                  MOVEL    CHANGED      STAMP$
    C    '.':':'      XLATE    STAMP$        STAMP$
    C    '-':' '      XLATE    STAMP$:11    STAMP$
 
== Footnotes ==
<references />
 
[[Category: Programming]]

Latest revision as of 23:28, 23 February 2023