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Top Forums Shell Programming and Scripting make the name of file and fetch few things from log file Post 302628361 by joeyg on Monday 23rd of April 2012 10:48:59 AM
Old 04-23-2012
Does this get you started?

Code:
$ cat sample3.txt
Build Complete. Values are:
    Today's Date:..............04/23/12
    Build Type:................Stage
    Build Context:.............intg
    Source Tag:................DEV_INFOMGT161_MULTI_PTC_BLD01
    Destination Tag:...........NotApplicable
    Destination Environment:...stp2perf1
    STP Application Name:......All
    Start Time:................11:46:44 GMT
    End Time:..................11:53:43 GMT
    Elapsed Time:..............00:06:59
    Soa Version:...............08_07_00
    Override Properties File:.."/projects/stp/home/stpbuild/override.files/DEV_INFOMGT161_MULTI_PTC"
    Java Version:..............jdk1.6.0_13
    Tomcat Version:............/opt/apache-tomcat-7.0.19
    Result:....................SUCCESSFUL
    Log File:
      DEV_INFOMGT161_MULTI_PTC_BLD01.Stage_All_to_stp2perf1.042312114644.log

$ grep "Build Type" <sample3.txt | awk -F"." '{print $NF}'
Stage

 

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Module::Build::SDL(3pm) 				User Contributed Perl Documentation				   Module::Build::SDL(3pm)

NAME
Module::Build::SDL - Module::Build subclass for building SDL apps/games [not stable yet] SYNOPSIS
When creating a new SDL application/game you can create Build.PL like this: use Module::Build::SDL; my $builder = Module::Build::SDL->new( module_name => 'Games::Demo', dist_version => '1.00', dist_abstract => 'Demo game based on Module::Build::SDL', dist_author => 'coder@cpan.org', license => 'perl', requires => { 'SDL' => 0, }, #+ others Module::Build options )->create_build_script(); Once you have created a SDL application/game via Module::Build::SDL as described above you can use some extra build targets/actions: o you can create a PAR distribution like: $ perl ./Build.PL $ ./Build $ ./Build par There are some extra parameters related to 'par' action you can pass to Module::Build::SDL->new(): parinput => 'bin/scriptname.pl' paroutput => 'filename.par.exe', parlibs => [ qw/SDL SDL_main SDL_gfx/ ], #external libraries (.so/.dll) to be included into PAR parmods => [ qw/Module::A Module::B/ ], #extra modules to be included into PAR o to run the game from distribution directory you can use: $ perl ./Build.PL $ ./Build $ ./Build run o TODO: maybe some additional actions: parexe, parmsi, deb, rpm DESCRIPTION
Module::Build::SDL is a subclass of Module::Build created to make easy some tasks specific to SDL applications - e.g. packaging SDL application/game into PAR archive. APPLICATION
/GAME LAYOUT Module::Build::SDL expects the following layout in project directory: #example: game with the main *.pl script + data files + modules (*.pm) Build.PL lib/ Games/ Demo.pm bin/ game-script.pl data/ whatever_data_files_you_need.jpg the most simple game should look like: #example: simple one-script apllication/game Build.PL bin/ game-script.pl In short - there are 3 expected subdirectories: o bin - one or more perl scripts (*.pl) to start the actual application/game o lib - application/game specific modules (*.pm) organized in dir structure in "usual perl manners" o data - directory for storing application data (pictures, sounds etc.). This subdirectory is handled as a "ShareDir" (see File::ShareDir for more details) o As the project is (or could be) composed as a standard perl distribution it also support standard subdirectory 't' (with tests). RULES TO FOLLOW
When creating a SDL application/game based on Module::Build::SDL it is recommended to follow these rules: o Use the name for your game from Games::* namespace; it will make the later release to CPAN much easier. o Put all data files into data subdirectory and access the data subdir only via File::ShareDir (namely by calling distdir() function) o TODO: maybe add more perl v5.14.2 2012-05-28 Module::Build::SDL(3pm)
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