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Top Forums Shell Programming and Scripting Split a non delimited file into columns depending on user input Post 302959935 by Don Cragun on Sunday 8th of November 2015 04:49:16 AM
Old 11-08-2015
Quote:
Originally Posted by RudiC
You wanted to enter the substring coordinates in the n,m format. Try this small adaption of Don Cragun's suggestion:
Code:
for ((i=1 ; i <= $2; i++))
  do    echo "Enter starting digit and length of $i string"; IFS="," read a[$i] b[$i] REST
  done 
      
while read line
  do    for ((i=1; i < $2; i++))
          do    printf '%s ' "${line:${a[$i]}:${b[$i]}}"
          done
        printf '%s\n' "${line:${a[$2]}:${b[$2]}}"
  done <$1

@Don Cragun: there seems to be missing the $ sign preceding the i loop variable?
In the standards, a variable name (but, obviously, not a positional parameter) in expression in:
Code:
$((expression))

can be presented with or without a leading <dollar-sign> character to get the value to which the variable expands. At least in bash and in ksh, the same is true in the expression in
Code:
${array_name[expression]}

These 2 Users Gave Thanks to Don Cragun For This Post:
 

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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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