Perl: find next available lowest number that is available in two arrays
Hi there. I have a number allocation problem whereby I have 2 arrays built from 2 different sources. The arrays will just contain a listed of sorted numbers
i need to scan both arrays and find the lowest available number that is available in both arrays that is higher than $min which is set to "10". once it finds the the lowest unused number, it quits and presents it in a variable
So in the case of the two arrays above, the number that would get presented is 12 (as 11 is used in one of the arrays)
I have been trying various things such as setting a counter and looping through the two arrays but have been getting myself in a real pickle of infinate loops and utter mess
I wanted to ask whether anyone could point me in the right direction on the best way to tackle this one?
any advice or guidance would be greatly appreciated
I need to create arrays like this:
cnt=0
{ while read myline; do
if ];then
firstpass="${myline##<meas>}"
meas="${firstpass%%</meas>}"
tempmeas="${meas%%;*}"
MEAS$cnt=$tempmeas
print $cnt
print ${MEAS'$cnt'}
... (2 Replies)
Hi i want to ask how can i use perl and find a word in a text file, and also telling that which page doesn't it exist?
Eample: have a 10 pages text file, then i need to find 'Hello' in the file, and show that which page is it contain in.
Output: Hello contains 8 times in page 1, 3, 4, 7, 10... (9 Replies)
How would one go about finding the greatest number in an array of numbers using loops and if statements? For example, if you had an array like this:
(4, 8, 3, 19, 6, 11) (3 Replies)
Hi,
Could someone please help me with this? I have two arrays and I need to generate third array containing difference between the two. For example -
@Array1 = ;
@Array2 = ;
I would like to find difference between these two and generate third array that contains the difference. In... (5 Replies)
I'm writing a KSH script that will get a file on the command line (such as input.txt), and in this file there is on number per line. The program needs to take the file, read each and determine the lowest number in the file. I currently have a while loop setup that will correctly out put every... (8 Replies)
Hello all,
How can I find the lowest number every 10 lines? For example i have a list
name1
-0.1
name2
2
name3
3
name4
-3
name5
1
name6
2
name7
34
name8
34 (6 Replies)
i am having a problem finding the lowest number after punching in a bunch of numbers in the .txt file but its probably the way i have the code set up.
help please! (4 Replies)
Hi Perl Experts,
Could somebody help me how to solve my problem if I have array contains the following data:
"SEQ-0 UNSORT2 0",
"SEQ-1 UNSORT2 1",
"SEQ-2 UNSORT2 2",
"SEQ-3 UNSORT2 3",
<--- Missing the... (0 Replies)
Hi Guys,
I am looking for a way to sort the output below from the "Inuse" count from Highest to Lowest. Is it possible?
Thanks in advance.
user1 0.12 0.06 0 0.12
User Inuse Pin Pgsp Virtual
Unit:... (4 Replies)
Discussion started by: jaapar
4 Replies
LEARN ABOUT DEBIAN
vbo_rendering
vbo_rendering(3) Coin vbo_rendering(3)NAME
vbo_rendering - Vertex array and VBO rendering in Coin Coin 2.5 added improved support for OpenGL vertex array and VBO rendering. This
might lead to major rendering performance improvements compared to the old rendering code. The new rendering code has been added for the
SoIndexedFaceSet, SoVRMLIndexedFaceSet, SoIndexedLineSet, SoVRMLIndexedLineSet, SoPointSet and SoVRMLPointSet nodes.
To take advantage of the improved performance vertex array and VBO rendering yields, you'll need to organize your vertex data in a way that
makes it possible to render it with OpenGL vertex arrays. OpenGL vertex array rendering does not support multiple index arrays, so all your
vertex data (coordinates, normals, colors and texture coordinates) must use the same index array; or use OVERALL binding. For the indexed
nodes, this means that PER_VERTEX_INDEXED and OVERALL are the only supported bindings for materials, normals and texture coordinates. When
PER_VERTEX_INDEXED binding is used, the corresponding index field should by empty. This will signal the shape to use the coordIndex field
for indices. Below is an example scene graph that will be rendered using vertex arrays:
NormalBinding { value PER_VERTEX_INDEXED }
Coordinate3 {
point [
0 0 0, # 0
1 0 0, # 1
2 0 0, # 2
0 1 0, # 3
1 1 0, # 4
2 1 0, # 5
0 2 0, # 6
1 2 0, # 7
2 2 0, # 8
2 0 0, # 9
2 0 -1, # 10
2 1 0, # 11
2 1 -1, # 12
2 2 0, # 13
2 2 -1 # 14
]
}
Normal {
vector [
0 0 1, # 0
0 0 1, # 1
0 0 1, # 2
0 0 1, # 3
0 0 1, # 4
0 0 1, # 5
0 0 1, # 6
0 0 1, # 7
0 0 1, # 8
1 0 0, # 9
1 0 0, # 10
1 0 0, # 11
1 0 0, # 12
1 0 0, # 13
1 0 0 # 14
]
}
IndexedFaceSet {
coordIndex [
0, 1, 4, 3, -1,
1, 2, 5, 4, -1,
3, 4, 7, 6, -1,
4, 5, 8, 7, -1,
9, 10, 12, 11, -1,
11, 12, 14, 13, -1
]
normalIndex [ ] # = use coordIndex
}.fi
Please note that since only one index array can be used, it might be necessary to supply duplicate normals and coordinates to meet this requirement.
Also, if normals are needed, you have to supply them. A shape with autogenerated normals can't be rendered using vertex arrays (since a single coordinate might get multiple normals).
The PointSet nodes can always be rendered using vertex arrays since these nodes haven't got index arrays, and the only bindings supported are PER_VERTEX and OVERALL.
If it's inconvenient to create vertex array ready scene graphs directly from your application, it's also possible to use SoReorganizeAction to reorganize the geometry before rendering.
Version 3.1.3 Wed May 23 2012 vbo_rendering(3)