An object is a component of an application. A Natural application consists of a set of objects that interact with one another to perform a particular task.
Objects available for setting up and maintaining a Natural application comprise Natural objects and foreign objects.
Foreign objects are objects that have not been created with a Natural development function and that are stored outside a Natural and an Adabas environment. Examples of foreign objects are bitmaps, XML sources, HTML files, DL/I subfiles and Predict rules.
This section provides general information on Natural objects and describes the steps required to create, maintain, delete or execute an object.
All operations on a Natural object are performed with Natural commands and/or menu functions. For instructions on using commands and menu functions, refer to the section Using Commands and Menu Functions.
This section covers the following topics:
The following characteristics identify a Natural object:
It is stored in a Natural system file.
It comprises a cataloged object and/or a source object.
It is created with any of the Natural editors or utilities.
This section covers the following topics:
A cataloged object is the executable (compiled) form of a Natural object.
It is created by the Natural
compiler and is stored as an object module in a Natural system file. Compiling
source code and creating a cataloged object is referred to as cataloging an
object. A cataloged object is created by using the Natural system command
CATALOG
or STOW
.
At execution time, the cataloged object is loaded into the Natural buffer pool and executed by the Natural runtime system. Natural objects can only be executed or reference one another if they have been stored as cataloged objects in a Natural system file.
A cataloged object cannot be modified or decompiled.
A source object (or a saved object) contains the human-readable form of
Natural source code. Source code is saved as a source object in a Natural
system file by using the Natural system command SAVE
or STOW
.
To execute source code contained in a source object, you need to compile the source code in order to create generated object code that can be interpreted and executed by the Natural runtime system.
Natural System Files - Natural System Architecture documentation
Within a Natural application, several types of Natural object can be used to establish an efficient application structure and to meet particular programming and application requirements. Natural object types include programs, subprograms, routines and data areas. For a description of all types of object available, refer to the section Object Types in the Programming Guide.
For information on data definition modules (DDMs), see Natural Data Definition Modules in the Programming Guide.
When you create, maintain or delete a Natural object, you use either a Natural editor or a Natural utility.
There are maintenance functions that do not apply to all types of object. For example, you cannot edit an object of the type adapter.
A Natural editor is invoked for all object types that can be specified
with the system command EDIT
or on the
Development Functions screen. Depending on the object type
specified, Natural invokes the appropriate editor: the program editor, the data
area editor or the map editor. For example, for an object of the type program,
Natural invokes the program editor.
A Natural utility is used for object types that either require additional administration services and/or are not maintained in a library such as DDMs. A utility provides its own editor.
The table below is an overview of Natural object types and their appropriate editor or utility:
Object Type | Editor or Utility |
---|---|
Local data area |
Data area editor |
Map |
Map editor |
Program |
Program editor |
Error message | SYSERR utility |
Data definition module (DDM) | SYSDDM utility |
Command processor source | SYSNCP utility |
Parameter profile | SYSPARM utility |
Debug environment | Debugger |
This section covers the following topics:
To invoke a Natural editor
Use the system command EDIT
.
For an example of using EDIT
, see
Example of a
System Command.
Or:
From the Natural Main Menu, invoke the
Development
Functions menu (see Natural Main Menu)
and choose either the function Create Object or
Edit Object.
For an example of invoking an editor, see Example of a Menu Function in the section Using Commands and Menu Functions.
EDIT - System Commands documentation
To invoke a Natural utility
Enter one of the following system commands:
SYSERR
(for error messages)
SYSDDM
(for DDMs)
SYSNCP
(for command processor sources)
SYSPARM
(for parameter profiles)
TEST
(for debug environments)
Or:
From the Natural Main Menu, invoke the
appropriate menu and select the appropriate utility:
Maintenance and Transfer Utilities for SYSERR, SYSDDM and SYSNCP.
Development Environment Settings for SYSPARM.
Debugging and Monitoring Utilities for TEST.
When working with the Natural program editor or data area editor, you can use the editor profile function to display the current settings of the editor and set preferences to be in effect when editing source code.
To display or modify editor profile settings
At the command prompt of the program editor or data area editor, enter the following:
PROFILE
Choose ENTER.
The Editor Profile screen appears.
For information on the fields and options provided on the screen, see Editor Profile in the Editors documentation.
You can display a source object to view or copy source code without modifying the source object. The source code of the specified object is then displayed in read-only mode in the editing area of the appropriate editor.
You can either select an object from a list or specify the name of the object you want to display.
This section describes how to list source code by using the system
command LIST
. As an alternative to
LIST
, you can use the
List
Object(s) function provided in the
Development
Functions menu described in Natural Main
Menu.
To select an object from a list of objects
Invoke the LIST Objects in a Library screen as described in Steps 1 and 2 of To list objects using LIST.
In the Cmd column, next to the object required, enter the following:
LI
Choose ENTER.
The source code of the selected object is displayed.
To display source code of a specified object
Enter the following system command:
LIST object-name
where object-name is the name of the object to be displayed.
If you do not specify object-name, the source code currently contained in the source work area is displayed.
Choose ENTER.
The source code of the specified object is displayed in read-only mode.
LIST - System Commands documentation
This section describes the steps required to create and edit a Natural object by using a Natural editor. For information on using the Natural utilities mentioned earlier, refer to the relevant sections in the Utilities documentation.
A Natural object is created in the current library in the current system file. Before you start creating or editing an object, make sure that you are logged on to the library where you want to store or retrieve the object.
For instructions on library assignments and switching libraries, see Default Library Assignment and Logging on to a Library.
Natural offers two programming modes: reporting mode and structured mode.
For explanations of the two modes and instructions on how to change the mode from reporting to structured (or vice versa), see Programming Modes in the section Natural Main Menu.
The Natural programming language consists of statements, system functions and system variables.
Natural statements are programming instructions used to create a Natural program source.
Natural system functions, for example, are used to perform mathematical functions.
Natural system variables are standard variables that are provided and generated by Natural. System variables, for example, are used to obtain the date and time.
Statements documentation (overview)
System Functions documentation
System Variables documentation
This section describes how to create source code by using the system
command EDIT
and the program editor as an example.
In addition, this section provides examples of editor commands and instructions
for navigating in a source.
As an alternative to EDIT
, you can use the
Create
Object function provided in the
Development
Functions menu described in Natural Main
Menu.
To enter source code
Enter the following system command:
EDIT object-type
where object-type is the type of object you want to create.
For example, to create an object of the type program, enter the following:
EDIT PROGRAM
If you do not specify object-type, the program editor is invoked by default.
(See also Setting the Object Type.)
Choose ENTER.
The editing area of the program editor appears where the type of
object (here: Program
) is displayed at the top of the screen as
shown in the example below:
> > + Program Lib SYSTEM All ....+....1....+....2....+....3....+....4....+....5....+....6....+....7.. 0010 0020 0030 0040 0050 0060 0070 0080 0090 0100 ....+....1....+....2....+....3....+....4....+....5....+... S 0 L 1 |
If the editing area is not empty, at the editor command prompt (>), enter the following editor command:
CLEAR
and choose ENTER.
CLEAR
deletes the contents of the source
work area.
Starting in the first line (numbered with 0010
) of the
empty editing area, insert the source code by using the copy and paste
functions provided by your terminal emulation (for example, Entire Connection),
or by typing in the source code.
If you want to stop automatic conversion from lower to upper case, change the default setting in the editor profile as described in General Defaults in the Editors documentation.
As you fill up a screen, for more empty lines, enter the following editor command:
ADD
and choose ENTER.
The editor command ADD
adds nine empty
lines. From these lines, only the lines you fill in will be added to the
program source. With the next ENTER, lines that are left empty are
eliminated. You can change this default setting in the editor profile as
described in
Editor
Defaults in the Editors
documentation. For all program editor commands available, see the
Program
Editor documentation.
To scroll through a source
To return to the beginning of the source code, enter the following editor command:
TOP
To go to the end of the source code, enter the following editor command:
BOT
To scroll down one page in the source code, choose PF8 or ENTER.
To scroll up one page in the source code, choose PF7.
For all program editor commands available, see Editor Commands for Positioning in the Program Editor documentation.
Once source code has been saved as a source object (as described in Saving and Cataloging Objects), you open a Natural editor for a source object by specifying the name of the source object.
To edit source code of a source object
Enter the following system command:
EDIT object-name
where object-name is the name of an existing source object that is contained in the current library in the current system file.
Choose ENTER.
The source code of the specified source object is displayed in modify mode in the editing area of the appropriate editor.
As an alternative to EDIT
, you can use the
Edit
Object function provided in the
Development
Functions menu described in Natural Main
Menu.
As an alternative to EDIT
, you can also use
the system command READ
as described in
Copying
Objects.
EDIT - System Commands documentation
The object type is specified when creating an object (the default
setting is program) or set automatically when an existing source object is read
into the source work area. When working with the program editor or data area
editor, you can change the object type any time by using the editor command
SET TYPE
.
To change the object type
Enter the following editor command:
SET TYPE object-type
where object-type denotes the type of object to be created.
For example:
SET TYPE SUBPROGRAM
Choose ENTER.
The new object type specified with the command is indicated on the
screen (here: Subprogram
).
Source code compilation (cataloging) performs a syntax check and generates executable object code.
The source code contained in the source work area can be compiled without saving the source code first (as described in Saving and Cataloging Objects). Additionally, compilation of source code for objects of the type program can be combined with program execution. See also Executing Programs.
To compile source code for syntax checks
Enter the following system command:
CHECK
Choose ENTER.
If no syntax error is found, the source code contained in the source work area is compiled.
To compile source code for program execution
Enter the following system command:
RUN
Choose ENTER.
If no syntax error is found, the source code contained in the source work area is compiled and the generated code is executed.
Source code compilation has been successful if no error message appears.
If Natural encounters a syntax error during compilation, an error
message is displayed on the screen and the statement line that contains the
error is highlighted and marked with an E
as shown in the example
below:
> > + Program PGM01 Lib SYSTEM ....+....1....+....2....+....3....+....4....+....5....+....6....+....7.. 0250 RD1. READ EMPLOYEES-VIEW BY NAME 0260 STARTING FROM #NAME-START 0270 THRU #NAME-END 0280 * 0290 IF LEAVE-DUE >= 20 0300 PERFORM MARK-SPECIAL-EMPLOYEES 0310 ELSE 0320 RESET #MARK 0330 END-IF 0340 * E 0350 DISPLAY NAME 3X DEPT 3X LEAVE-DUE 3X '>=20 #MARK 0360 * 0370 END-READ 0380 * 0390 IF *COUNTER (RD1.) = 0 0400 REINPUT 'PLEASE TRY ANOTHER NAME' 0410 END-IF 0420 * 0430 END-REPEAT 0440 * ....+....1....+....2....+....3....+....4....+....5....+... S 49 L 25 NAT0305 Text string must begin and end on the same line. |
You cannot compile an object before you have corrected the error. If there is a syntax error, you can only save the source code as a source object (see the following section). You can use the online help function for information on an error and advice on solving the problem.
To obtain help on error messages
Enter one of the following system commands:
HELP nnnn
or
? nnnn
where nnnn is the four-digit error number.
For example:
HELP NAT0305
Choose ENTER.
The Natural System Message screen appears with an explanation of the specified error.
For further information on online help, refer to Detailed Information on Error Messages.
You can save the source code currently contained in the source work area
as a source object by using the system command SAVE
.
SAVE
does not catalog (compile) source code
and hence no syntax check is performed.
You can save the source code currently contained in the source work area
as a source object and as a cataloged (compiled) object by using the
system command STOW
.
You can catalog the source code currently contained in the source work
area and save it as a cataloged object only by using the system command
CATALOG
. CATALOG
does
not save the source code as a source object, which can be edited. See
also Cataloging Multiple
Objects.
To save source code as a source object
At the editor command prompt, enter the following:
SAVE object-name
where object-name is the name of the source object you want to create. The name of the object must be unique and comply with the object naming conventions (see the relevant section).
For all syntax rules that apply to SAVE
, see the
System Commands documentation.
Choose ENTER.
The source code is stored as a source object under the specified name in the current library in the current system file.
To save source code as a source object and/or a cataloged object
At the editor command prompt, enter one of the following:
STOW object-name
or
CATALOG object-name
where object-name is the name of the source object and/or the cataloged object you want to create. The name of the object must be unique and comply with the object naming conventions.
For all syntax rules that apply to STOW
and
CATALOG
, see
the System Commands documentation.
Choose ENTER.
When using STOW
, the source code is stored
as a source object under the specified name in the current library in the
current system file. Additionally, the generated object code is stored as a
cataloged object in the same library and system file.
When using CATALOG
, the source code is
only stored as a cataloged object under the specified name in the current
library in the current system file. The source code is not stored (or
updated if the command is executed on an existing source object) as a source
object in the system file. Source code is only stored or updated with
SAVE
or STOW
.
If you want to find out whether an object has been saved as a source object and/or a cataloged object, see To display object directory information.
You can catalog and recatalog multiple source objects contained in the
current library by using the system command
CATALL
.
To catalog multiple objects
Enter the following system command:
CATALL
Choose ENTER.
A Catalog Objects in Library screen similar to the example below appears where you can specify the objects to be processed, the commands to be executed and additional options such as the creation of an error report.
10:10:55 ***** NATURAL CATALL COMMAND ***** 2009-05-20 User SAG - Catalog Objects in Library - Library SAGTEST Catalog Objects from .. *_______ (start value, range, input list) to .... ________ (end value) X Recatalog only existing modules Select object types: _ Catalog all sources X Global data areas Select function: X Parameter data areas Save X Local data areas X Catalog X Copycodes Stow X Texts Check X External subroutines Select options: X Subprograms Condition code in batch X Helproutines X Renumber source-code lines X Maps Keep result list X Adapter X Processing information X Programs X Error report X Classes Extended error report Command ===> Enter-PF1---PF2---PF3---PF4---PF5---PF6---PF7---PF8---PF9---PF10--PF11--PF12--- Help Menu Exit AddOp Sel. Canc |
For detailed information on the options provided on the screen, refer to CATALL in the System Commands documentation.
Example of Compilation - Natural System Architecture documentation
The directory of a Natural object contains general information on the object such as the object name, the name of the library where it resides, and the date when the source object was created or modified.
To display object directory information
Enter the following system command:
LIST DIR object-name
where object-name is the name of an existing object that is contained in the current library in the current system file.
For example:
LIST DIR PGMTEST
Choose ENTER.
A List Directory screen similar to the example of program PGMTEST below appears:
09:34:31 ***** NATURAL LIST COMMAND ***** 2009-05-20 User SAG - List Directory - Library SAGTEST Directory of Program PGMTEST Saved on ... 2008-05-14 13:30:33 ------------------------------------------------------------------------------- Library .... SAGTEST User-ID ...... SAG Mode ....... Structured TP-System .. COMPLETE Terminal-ID .. 1 24 Op-System .. MVS/ESA Transaction .. NAT42 NAT-Ver .... 4.2.4 Code page .... IBM01140 Source size .......................... 1046 Bytes Directory of Program PGMTEST Cataloged on 2006-05-23 16:36:12 ------------------------------------------------------------------------------- Library .... SAGTEST User-ID ...... SAG Mode ....... Structured TP-System .. COMPLETE Terminal-ID .. 1 16 Op-System .. MVS/ESA Transaction .. NAT42 NAT-Ver .... 4.2.1 Code page .... IBM01140 Used GDA ... Options ...... PCHECK DBSHORT PSIGNF GFID TQMARK Size of global data ... 0 Bytes Size in DATSIZE ...... 720 Bytes Size in buffer pool ... 3416 Bytes Size of OPT-Code ...... 0 Bytes Initial OPT string .... ENTER to continue |
For detailed information on the List Directory screen, refer to Displaying Object Directory Information in LIST in the System Commands documentation.
You can create new objects by either copying the source code contained in the source work area or using the copy function of a Natural utility such as SYSMAIN.
To copy source code from the source work area
Read in the source code you want to copy by entering the following system command:
READ object-name
where object-name is the name of the object that contains the source code you want to copy.
Choose ENTER.
The source code of the specified source object is read into the source work area.
Enter one of the following system commands:
SAVE object-name
or
STOW object-name
where object-name is the name of the object you want to create.
Choose ENTER.
The new object is saved as a source object (using SAVE
)
and as a cataloged object (using STOW
) in the current library in
the current system file.
To copy one or more objects using SYSMAIN
Invoke the Main Menu of the SYSMAIN utility as described in Steps 1 through 4 of To list all libraries using menu functions.
In the Object Code field, enter an
A
(default setting) to select all types of object. For object
types that are listed separately on the menu screen, enter another code such as
E
for error messages.
In the Function Code field, enter a
C
(for ).
Choose ENTER.
The Copy Programming Objects screen appears.
In the Code field, enter an A
to
select all types of object module: cataloged objects and source objects.
In the Sel. List (Selection List) field, replace
Y
(Yes) by N
(No). Y
is the default
setting.
In the Object Name field, enter the name of the object you want to copy or specify a range of names. An asterisk (*) select all object names. Asterisk (*) is the default setting.
(For valid name ranges, see Specifying a Range of Names in the SYSMAIN Utility documentation.)
In the Source Library field, enter the ID of the library that contains the objects to be copied.
In the Target Library field, enter the ID of an existing or a new library to which you want to copy the objects.
Leave all other input fields unchanged.
Choose ENTER.
All source and cataloged objects are copied from the specified source
library to the specified target library in the current system file and the
following message appears: Function completed
successfully.
READ - System Commands documentation
You can print the source code of a source object by using the system
command LIST
.
You can also print a list of objects contained in a library as described in Printing a List of Objects.
To print a source object
Choose one of the following methods:
Select an object from a list by invoking the LIST Objects in a Library screen as described in Steps 1 and 2 of To list objects using LIST.
In the Cmd column, next to the object required, enter the following:
PR
Choose ENTER.
Or:
Enter the following system command:
LIST object-name
where object-name is the name of the object to be printed.
Choose ENTER.
The source code of the specified object is displayed in read-only mode.
Choose PF2.
The PRINT window appears.
In the Destination field, enter a valid printer name (if required, ask your Natural administrator for a printer available in your current environment). If required, change the page size (the default setting is 60 lines).
Choose ENTER.
The Printout Specification screen appears where you can specify printer settings such as the amount of copies to be printed.
Choose ENTER.
The specified source objects is printed on the specified printer device.
LIST - System Commands documentation
You can rename either single objects by using the system command
RENAME
or multiple objects by using the Natural
utility SYSMAIN.
As an alternative to RENAME
, you can use the
Rename
Object function provided in the
Development
Functions menu described in Natural Main
Menu.
To rename an object by using RENAME
Enter the following system command:
RENAME object-name
where object-name is the name of the object you want to rename.
Choose ENTER.
The Rename Object window appears where the name of the specified object is entered in the Name field.
In the New Name field, enter a new object name.
If required, in the New Type field, enter a new object type.
Choose ENTER.
The following message appears: Object renamed
successfully.
To rename one or more objects using SYSMAIN
Invoke the Main Menu of the SYSMAIN utility as described in Steps 1 through 4 of To list all libraries using menu functions.
In the Object Code field, enter an
A
(default setting) to select all types of object. For object
types that are listed separately on the menu screen, enter another code such as
E
for error messages.
In the Function Code field, enter an
R
(for ).
Choose ENTER.
The Rename Programming Objects screen appears.
In the Code field, enter an A
to
select all types of object module: cataloged objects and source objects.
In the Name field, enter the name of the object
you want to rename or specify a range of names (for example,
TEST*
on the following example screen: ). An asterisk (*) select
all object names. Asterisk (*) is the default setting.
(For valid name ranges, see Specifying a Range of Names in the SYSMAIN Utility documentation.)
If you only rename a single object: in the New
Name field, enter a new name, and, in the Sel.
List field, replace Y
(Yes) by N
(No).
In the Source Library field, enter the ID of the library that contains the objects to be renamed.
If required, in the Target Library field, enter the ID of an existing or a new library where you want to store the renamed object(s).
Leave all other input fields unchanged.
Choose ENTER.
A window appears, where you can enter a Y
(Yes) to keep
a copy of the object(s) to be renamed.
Choose ENTER.
In you specified a range of objects, a Rename
Selection screen similar to the example below appears with a list of
all objects that meet the specified selection criteria (on the example screen
below: TEST*
).
In the C column, next to the object(s) required,
enter an A
to rename both source object(s) and cataloged
object(s). In the New Name column, enter a new name as
shown below:
16:39:39 ***** NATURAL SYSMAIN UTILITY ***** 2009-05-20 User SAG - Rename Selection - RENAME ALL TEST* WITH XREF N IN SAGTEST WHERE DBID 10 FNR 32 C Name Type S/C New Name C Name Type S/C New Name - -------- ------ --- -------- - -------- ------ --- -------- A TEST+ Progrm S PGMT+___ _ TEST+2 Progrm S ________ A TESTCHAR Progrm S/C CHARTEST A TESTDIR Progrm S PGMDIR__ _ TESTDISP Progrm S/C ________ _ TESTDIS2 Progrm S/C ________ _ TESTMMO Proc S/C ________ A TESTPGM_ Progrm S/C PGMTEST_ _ TESTTEST Progrm S ________ _ TESTXXX2 Progrm S ________ A TEST1 Subpgm S/C SUBTEST1 A TEST10 Subpgm S/C SUB10___ A TEST2 Subpgm S/C SUBTEST2 _ TEST666 Progrm S/C ________ Enter New Name and options, or '?' (Help) or '.' (Exit): _ Enter-PF1---PF2---PF3---PF4---PF5---PF6---PF7---PF8---PF9---PF10--PF11--PF12--- Help Menu Exit Copy Del Find List Move Ren Canc |
Choose ENTER.
A Message Text column appears where a
confirmation message is displayed next to each renamed object. Depending on
whether you marked the option to keep a copy of the original object, the
message reads either Renamed as
or Copied as
.
You can move objects from one library into another by using a Natural utility such as SYSMAIN.
To move objects using SYSMAIN menu functions
Invoke the Main Menu of the SYSMAIN utility as described in Steps 1 through 4 of To list all libraries using menu functions.
In the Object Code field, enter an
A
(default setting) to select all types of object. For object
types that are listed separately on the menu screen, enter another code such as
E
for error messages.
In the Function Code field, enter an
M
(for ).
Choose ENTER.
The Move Programming Objects screen appears.
In the Code field, enter an A
to
select all types of object module: source objects and cataloged objects.
In the Sel. List (Selection List) field, replace
Y
(Yes) by N
(No). Y
is the default
setting.
In the Object Name field, enter the name of the object you want to move or specify a range of names. An asterisk (*) select all object names. Asterisk (*) is the default setting.
(For valid name ranges, see Specifying a Range of Names in the SYSMAIN Utility documentation.)
In the Source Library field, enter the ID of the library that contains the objects to be moved.
In the Target Library field, enter the ID of an existing or a new library to which you want to move the objects.
Leave all other input fields unchanged.
Choose ENTER.
A confirmation window appears.
Choose ENTER to execute the move operation or enter a period (.) to cancel the operation.
If the move operation has performed successfully, all source and
cataloged objects were moved from the specified source library into the
specified target library in the current system file and the following message
appears: Function completed successfully.
You can delete objects by using either the system command
DELETE
, the system command
LIST
or a Natural utility such as SYSMAIN. For
instruction on deleting objects by using LIST
or
SYSMAIN, see Deleting Objects
in a Library.
As an alternative to DELETE
, you can use the
function provided in the
Development
Functions menu described in Natural Main
Menu.
To delete single or multiple objects using
DELETE
Enter one of the following system commands:
DELETE object-name
or
DELETE object-name*
or
DELETE *
where:
object-name is the name of the object to be deleted.
object-name* is a particular range of
objects to be selected (for example, TEST*
selects all objects
that start with TEST).
Asterisk (*) selects all objects available in the current library in the current system file.
Choose ENTER.
If you specified an individual object, the DELETE window appears.
Type in the name of the object to confirm the delete operation.
If you specified a range of objects, the Delete Sources and Objects screen appears.
In the M column, next to the object(s)
required, enter a B
to delete both source object(s) and cataloged
object(s).
Choose ENTER.
The DELETE window appears.
Mark an item by typing in any character next to the option required:
Confirm each deletion invokes the DELETE window for the first object to be deleted. After you typed in the name of the object, choose ENTER to confirm the deletion and open the DELETE window for the next object to be deleted.
Delete without confirmation immediately executes the delete operation(s).
Exit (no deletion) cancels the delete operation(s).
Choose ENTER.
The Delete Sources and Objects screen appears
where a message is displayed next to the object selected for deletion. The
message indicates either that the object was deleted
or that the
delete operation was canceled (not deleted
).
DELETE - System Commands documentation
An object of the type program can be executed by using a system command. All other types of object are only executed or invoked when they are referenced in this program or in a subordinate object. See also Multiple Levels of Invoked Objects described in the Programming Guide.
You execute a program by using either the system command
RUN
or EXECUTE
.
As an alternative to EXECUTE
, you can use the
Execute
Program function provided in the
Development
Functions menu described in Natural Main
Menu.
RUN
executes the source code currently
contained in the source work area or a cataloged object stored in a system
file.
EXECUTE
only executes cataloged objects.
Unlike RUN
, EXECUTE
does
not consider latest changes that may have been made to the corresponding source
code in the source work area. These modifications are only considered after the
source object has been updated and recompiled accordingly.
The execution of a cataloged object does not affect the source code currently contained in the source work area.
To execute a program using RUN
Enter one of the following system commands:
RUN
or
RUN program-name
where program-name is the name of a source object of the type program that is read into the source work area.
Choose ENTER.
If no syntax error is found, the source code contained in the source work area is compiled and executed.
To execute a program using EXECUTE
Enter the following system command:
EXECUTE program-name
where program-name is the name of a cataloged object of the type program.
The keyword EXECUTE
is optional; it is
sufficient to specify program-name.
Choose ENTER.
The program is executed.
RUN - System Commands documentation
EXECUTE - System Commands documentation
Object Execution - Natural System Architecture documentation
Example of Object Loading - Natural System Architecture documentation