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Top Forums Shell Programming and Scripting How to concatenate Path name to a variable?? Post 302845923 by Pete.kriya on Thursday 22nd of August 2013 03:32:56 PM
Old 08-22-2013
How to concatenate Path name to a variable??

I have the path name in a Variable

Ex:
$XML_PATH_FLAG = /ebs/appl/u00/universe01/inbound/universeorders

Now I have to pick up ALL XML files in this directory . In other words

I have to pick up ALL the files

/ebs/appl/u00/universe01/inbound/universeorders/F1.xml
/ebs/appl/u00/universe01/inbound/universeorders/F2.xml
/ebs/appl/u00/universe01/inbound/universeorders/F222.xml
/ebs/appl/u00/universe01/inbound/universeorders/F3.xml
.......
/ebs/appl/u00/universe01/inbound/universeorders/Fn.xml

so how do i this in the below code?

Code:
 
echo $XML_PATH_FLAG*.xml    ## how do I concatenate here?
for file in $XML_PATH_FLAG*.xml   ## how do I concatenate here?
 
do
 
--
--
done

 

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GLUPICKMATRIX(3G)														 GLUPICKMATRIX(3G)

NAME
gluPickMatrix - define a picking region C SPECIFICATION
void gluPickMatrix( GLdouble x, GLdouble y, GLdouble delX, GLdouble delY, GLint *viewport ) PARAMETERS
x, y Specify the center of a picking region in window coordinates. delX, delY Specify the width and height, respectively, of the picking region in window coordinates. viewport Specifies the current viewport (as from a glGetIntegerv call). DESCRIPTION
gluPickMatrix creates a projection matrix that can be used to restrict drawing to a small region of the viewport. This is typically useful to determine what objects are being drawn near the cursor. Use gluPickMatrix to restrict drawing to a small region around the cursor. Then, enter selection mode (with glRenderMode) and rerender the scene. All primitives that would have been drawn near the cursor are iden- tified and stored in the selection buffer. The matrix created by gluPickMatrix is multiplied by the current matrix just as if glMultMatrix is called with the generated matrix. To effectively use the generated pick matrix for picking, first call glLoadIdentity to load an identity matrix onto the perspective matrix stack. Then call gluPickMatrix, and finally, call a command (such as gluPerspective) to multiply the perspective matrix by the pick matrix. When using gluPickMatrix to pick NURBS, be careful to turn off the NURBS property GLU_AUTO_LOAD_MATRIX. If GLU_AUTO_LOAD_MATRIX is not turned off, then any NURBS surface rendered is subdivided differently with the pick matrix than the way it was subdivided without the pick matrix. EXAMPLE
When rendering a scene as follows: glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(...); glMatrixMode(GL_MODELVIEW); a portion of the viewport can be selected as a pick region like this: glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPickMatrix(x, y, width, height, viewport); gluPerspective(...); glMatrixMode(GL_MOD- ELVIEW); SEE ALSO
glGet(3G), glLoadIndentity(3G), glMultMatrix(3G), glRenderMode(3G), gluPerspective(3G) GLUPICKMATRIX(3G)
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