Debugging an RPG module thru STRDBG

245 pts.
Tags:
RPG
RPG debugging
STRDBG
Hi, As fate will have it one of our programmers did the majority of his code as modules. He passed away and now the code needs to be changed. He left no notes or comments on how he compiled things (e.g. if he used bound directories, etc) No one in the department has any knowledge of modules. I have been able to find some info on compiling modules and have been able to get the code to work in a test environment. Now I need to debug it and have always used the green screen debugger STRDBG for all my code. I cannot get the module that I need to debug to come up. I compiled it as view *All and used CMD14 to display the module source but it tells me it is not available. Any help is appreciated.

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I finally figured it out. I didn’t have *source view on my crtclmod parameter. I am now able to see the source thru the debugger.

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  • graybeard52
    Make life easier for yourself, and don't use STRDBG. The debugger inside WDSc v7 does a much better job in most cases, and you can even change the source code or field data while debugging.
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  • TomLiotta
    ...you can even change the source code or field data while debugging. You can also change source code and field data while using STRDBG. That is, no matter what debugger you use, you cannot change the source that is actually behind the executing program. You can only change a current copy of the source that will be compiled later. Field data, though, can be changed easily. Tom
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