Hai,
How to remove the repeated 'Chr's in different sequences. In the given example, Chr11 is repeated in two samples with the same number i.e. 100949523. How to remove one of the entry in any of the samples and to give the range for each Chr which is -20 for minimum range value and +120 for maximum range value. For Chr19 it will be displayed as
Chr19:52245903-5224546043 in output file (i.e., for Chr19, 52245923 given. So -20 from this value is min.range and +120 is max. range). No importance for the sign (+ or -before the number not taking into consideration) in the input data. The final output also given for easy understanding.
Input file:
Output is:
[code]Chr19:52245903-52246043
Chr17:69679853-69679993
Chr23:52121234-52121374
Chr11:100949503-100949643
Chr8:28333247-28333387
Chr12:19596231-19596371
Chr18:52922321-52922461
Chr28:25960066-25960206
Chr20:19916958-19917098
Chr13:3874306-3874446
Last edited by hravisankar; 11-03-2010 at 08:16 PM..
Reason: Code tags, PLEASE...
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GLGETSHADERPRECISION(3G) [FIXME: manual] GLGETSHADERPRECISION(3G)NAME
glGetShaderPrecisionFormat - retrieve the range and precision for numeric formats supported by the shader compiler
C SPECIFICATION
void glGetShaderPrecisionFormat(GLenum shaderType, GLenum precisionType, GLint *range, GLint *precision);
PARAMETERS
shaderType
Specifies the type of shader whose precision to query. shaderType must be GL_VERTEX_SHADER or GL_FRAGMENT_SHADER.
precisionType
Specifies the numeric format whose precision and range to query.
range
Specifies the address of array of two integers into which encodings of the implementation's numeric range are returned.
precision
Specifies the address of an integer into which the numeric precision of the implementation is written.
DESCRIPTION
glGetShaderPrecisionFormat retrieves the numeric range and precision for the implementation's representation of quantities in different
numeric formats in specified shader type. shaderType specifies the type of shader for which the numeric precision and range is to be
retrieved and must be one of GL_VERTEX_SHADER or GL_FRAGMENT_SHADER. precisionType specifies the numeric format to query and must be one
of GL_LOW_FLOAT, GL_MEDIUM_FLOAT GL_HIGH_FLOAT, GL_LOW_INT, GL_MEDIUM_INT, or GL_HIGH_INT.
range points to an array of two integers into which the format's numeric range will be returned. If min and max are the smallest values
representable in the format, then the values returned are defined to be: range[0] = floor(log2(|min|)) and range[1] = floor(log2(|max|)).
precision specifies the address of an integer into which will be written the log2 value of the number of bits of precision of the format.
If the smallest representable value greater than 1 is 1 + eps, then the integer addressed by precision will contain floor(-log2(eps)).
ERRORS
GL_INVALID_ENUM is generated if shaderType or precisionType is not an accepted value.
COPYRIGHT
Copyright (C) 2010 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication
License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.
[FIXME: source] 05/30/2012 GLGETSHADERPRECISION(3G)