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Top Forums Shell Programming and Scripting Problem counting unique disks/slices Post 302553952 by ahamed101 on Friday 9th of September 2011 09:27:06 AM
Old 09-09-2011
Code:
awk '{gsub(/\\|\$/,"#");if($2 in a){}else{a[$2]=i++;}gsub($2,a[$2])}1' infile

53600.88  0 129048320 16 0
53601.96  0 100679424 8 0
53602.16  1 14080 1 0
53603.97  2 95010560 128 0
53614.06  0 129052416 16 0
53616.24  3 204544 128 0
53620.87  0 100679424 8 0
53623.21  4 11179776 128 0
53624.2  0 100681472 8 0
53628.79  4 11179776 128 0
53629.91  0 100679424 8 0
53641.74  5 20336384 8 0
53643.65  0 100679424 8 0
53647.63  6 124010240 64 0
53649.5  0 100679424 8 0
53653.25  7 60641024 8 0
53656.19  2 95010560 8 0
69015.39  8 81643264 16 0
88588.57  9 72648448 16 1
103611.34  0 129062656 16 0
103612.41  0 100681472 8 0
103917.55  9 115363584 16 1
113755.24  10 113782528 8 0
113755.76  11 22150912 21 0

--ahamed

Last edited by ahamed101; 09-09-2011 at 10:41 AM.. Reason: removed the extra gsub
This User Gave Thanks to ahamed101 For This Post:
 

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draw_trans_rle_sprite(3alleg4)					  Allegro manual				    draw_trans_rle_sprite(3alleg4)

NAME
draw_trans_rle_sprite - Draws a translucent RLE sprite. Allegro game programming library. SYNOPSIS
#include <allegro.h> void draw_trans_rle_sprite(BITMAP *bmp, const RLE_SPRITE *sprite, int x, int y); DESCRIPTION
Translucent version of draw_rle_sprite(). See the description of draw_trans_sprite(). This must only be used after you have set up the color mapping table (for 256-color modes) or blender functions (for truecolor modes). The bitmap and sprite must normally be in the same color depth, but as a special case you can draw 32-bit RGBA format sprites onto any hicolor or truecolor bitmap, as long as you call set_alpha_blender() first. Example: /* Some one time initialisation code. */ COLOR_MAP global_trans_table; create_trans_table(&global_trans_table, my_palette, 128, 128, 128, NULL); ... if (get_color_depth() == 8) color_map = &global_trans_table; else set_trans_blender(128, 128, 128, 128); draw_trans_rle_sprite(buffer, rle_ghost_sprite, x, y); SEE ALSO
draw_rle_sprite(3alleg4), draw_lit_rle_sprite(3alleg4), draw_trans_sprite(3alleg4), color_map(3alleg4), set_trans_blender(3alleg4), set_alpha_blender(3alleg4), bitmap_mask_color(3alleg4) Allegro version 4.4.2 draw_trans_rle_sprite(3alleg4)
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