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Full Discussion: to extarct data points
Top Forums Shell Programming and Scripting to extarct data points Post 302157785 by ghostdog74 on Saturday 12th of January 2008 08:39:16 AM
Old 01-12-2008
Quote:
Originally Posted by cdfd123
attempted
thanks for bullying me

awk 'NR%1?$0=$1:$0=" "$3"\n"' ORS= FS="*" filename

sorry if you think that way. You have started many before and gotten many tips about shell scripting such as this one. Also this question is very easily solved, so its not unreasonable to ask you to demonstrate what you have learnt so far.

Just for the record, you can also use cut
Code:
# cut -d"*" -f3 file

 

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calc_spline(3alleg4)						  Allegro manual					      calc_spline(3alleg4)

NAME
calc_spline - Calculates a series of values along a Bezier spline. Allegro game programming library. SYNOPSIS
#include <allegro.h> void calc_spline(const int points[8], int npts, int *x, int *y); DESCRIPTION
Calculates a series of npts values along a Bezier spline, storing them in the output x and y arrays. The Bezier curve is specified by the four x/y control points in the points array: points[0] and points[1] contain the coordinates of the first control point, points[2] and points[3] are the second point, etc. Control points 0 and 3 are the ends of the spline, and points 1 and 2 are guides. The curve probably won't pass through points 1 and 2, but they affect the shape of the curve between points 0 and 3 (the lines p0-p1 and p2-p3 are tangents to the spline). The easiest way to think of it is that the curve starts at p0, heading in the direction of p1, but curves round so that it arrives at p3 from the direction of p2. In addition to their role as graphics primitives, spline curves can be useful for constructing smooth paths around a series of control points, as in exspline.c. SEE ALSO
spline(3alleg4), exspline(3alleg4) Allegro version 4.4.2 calc_spline(3alleg4)
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