This command is used to invoke a Natural editor for the purpose of creating and editing a Natural source.
Note:
This command is not executable in batch mode.
Three different forms of command syntax exist. These are documented in the following sections.
Related command: READ
.
See also Object Naming Conventions in the Using Natural Studio documentation.
See also Invoking Editors in Using Natural Studio.
EDIT [object-type]
[object-name
[library-id]]
|
The following object types can be edited:
CLASS |
||||
4 |
||||
COPYCODE |
||||
DIALOG
|
||||
3 |
||||
GLOBAL |
||||
HELPROUTINE |
||||
LOCAL |
||||
MAP |
||||
PARAMETER |
||||
PROGRAM |
||||
SUBPROGRAM |
||||
N |
||||
SUBROUTINE |
||||
TEXT |
||||
VIEW
|
||||
7 (for
Function)
|
Which editor is invoked depends on the type of object to be edited:
Local data areas, global data areas or parameter data areas are edited with the data area editor.
Maps are edited with the map editor.
Dialogs are edited with the dialog editor.
Classes are edited with the Class Builder.
EDIT VIEW
only works in the current
library and when an object-name is specified. If the
object to be viewed is a DDM, the DDM editor is invoked.
All other types of objects - program, subprogram, subroutine,
7
(for
function),
helproutine, copycode, text, description - are edited with the program
editor.
The object types are described in Objects for Natural Application Management in the Programming Guide. The editors are described in the Editors documentation.
If you specify the name of the object you wish to edit, you need not specify its object type.
With the EDIT
command, you specify the
name of the object you wish to edit. The maximum length of the object name is 8
characters.
Note:
For DDMs, the maximum length is 32
characters.
Natural will then load the object into the edit work area of the
appropriate editor and set the object name for a subsequent
SAVE
,
CATALOG
,
STOW
command.
If you do not specify an object-name and there is no object in the source work area, the empty program editor screen will be invoked where you can create a program. If the source work area is not empty, the object will be loaded in the appropriate editor.
Note:
If the source work area is not empty and contains an
object that has been opened in an editor session, the corresponding editor
window is displayed and gets the input focus. Any changes that are applied to
the source work area in the meantime (for example, by running Natural programs)
will not be displayed.
If the object you wish to edit is not contained in the library you are currently logged on to, you must specify the library-id of the library in which the object to be edited is contained.
If Natural Security is active, a library-id must not be specified, which means that you can only edit objects which are in your current library.
EDIT |
* | * | ||||
object-type | object-name |
If you do not remember the name of the object you wish to edit, you
can use this form of the EDIT
command to display a
list of objects, and then select from the list the desired object.
EDIT * |
Displays a list of all objects in your current library. |
EDIT object-type *
|
Displays a list of all objects of that type in your current library. |
To select an object from a certain range of objects, you can use
asterisk notation and wildcard notation for the
object-name in the same manner as described for the
system command LIST
.
EDIT
FUNCTION
subroutine-name |
The EDIT FUNCTION
command may be used to
edit a subroutine using the subroutine name (not the object name) with
maximally 32 characters.
Note:
Please note that the keyword FUNCTION
used in this
syntax is not identical with the Natural object type 7 (for function) listed
above. See the description of object type
Function in the
Programming Guide.
Example:
DEFINE SUBROUTINE CHECK-PARAMETERS ... END-SUBROUTINE END
Assuming that the above subroutine has been saved under the object
name CHCKSUB
, you may edit subroutine
CHECK-PARAMETERS
either by issuing the command:
EDIT S CHKSUB
or by
EDIT F CHECK-PARAMETERS