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Top Forums Shell Programming and Scripting Split a file in more files based on score content Post 302875317 by paolo.kunder on Tuesday 19th of November 2013 07:58:10 AM
Old 11-19-2013
Split a file in more files based on score content

Dear All,
I have the following file tabulated:
Code:
ID	distanceTSS	score
8434	571269	10
10122	393912	9
7652	6	10
4863	1451	9
8419	39	2
9363	564	21
9333	7714	22
9638	8334	9
1638	1231	11
10701	918	1000
6587	32056	111

What I would like to do is the following, create 100 new files based on content of the second column,
The first file should contain all the lines with a distance between 0 and 1000,
the second between 1000 and 2000, and so on untile 99000 and 10000,

Finally for each new file I would like to calculate the median of the third column(score)

Is there a rapid way to do so? I tried witha perl script but it seems really slow,

thanks for your help,
Paolo

Last edited by paolo.kunder; 11-19-2013 at 09:03 AM..
 

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TETRIS(6)							 BSD Games Manual							 TETRIS(6)

NAME
tetris -- the game of tetris SYNOPSIS
tetris [-ps] [-k keys] [-l level] DESCRIPTION
The tetris command runs display-based game which must be played on a CRT terminal. The object is to fit the shapes together forming complete rows, which then vanish. When the shapes fill up to the top, the game ends. You can optionally select a level of play, or custom-select control keys. The default level of play is 2. The default control keys are as follows: j move left k rotate 1/4 turn counterclockwise l move right <space> drop p pause q quit The options are as follows: -k The default control keys can be changed using the -k option. The keys argument must have the six keys in order, and, remember to quote any space or tab characters from the shell. For example: tetris -l 2 -k 'jkl pq' will play the default games, i.e. level 2 and with the default control keys. The current key settings are displayed at the bottom of the screen during play. -l Select a level of play. -s Display the top scores. -p Switch on previewing of the shape that will appear next. PLAY
At the start of the game, a shape will appear at the top of the screen, falling one square at a time. The speed at which it falls is deter- mined directly by the level: if you select level 2, the blocks will fall twice per second; at level 9, they fall 9 times per second. (As the game goes on, things speed up, no matter what your initial selection.) When this shape ``touches down'' on the bottom of the field, another will appear at the top. You can move shapes to the left or right, rotate them counterclockwise, or drop them to the bottom by pressing the appropriate keys. As you fit them together, completed horizontal rows vanish, and any blocks above fall down to fill in. When the blocks stack up to the top of the screen, the game is over. SCORING
You get one point for every block you fit into the stack, and one point for every space a block falls when you hit the drop key. (Dropping the blocks is therefore a good way to increase your score.) Your total score is the product of the level of play and your accumulated points -- 200 points on level 3 gives you a score of 600. Each player gets at most one entry on any level, for a total of nine scores in the high scores file. Players who no longer have accounts are limited to one score. Also, scores over 5 years old are expired. The exception to these conditions is that the highest score on a given level is always kept, so that following generations can pay homage to those who have wasted serious amounts of time. The score list is produced at the end of the game. The printout includes each player's overall ranking, name, score, and how many points were scored on what level. Scores which are the highest on a given level are marked with asterisks ``*''. FILES
/var/games/tetris.scores high score file AUTHORS
Adapted from a 1989 International Obfuscated C Code Contest winner by Chris Torek and Darren F. Provine. Manual adapted from the original entry written by Nancy L. Tinkham and Darren F. Provine. Code for previewing next shape added by Hubert Feyrer in 1999. BUGS
The higher levels are unplayable without a fast terminal connection. BSD
May 31, 1993 BSD
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