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Top Forums Shell Programming and Scripting Extract data using a reference Post 303001319 by jiam912 on Tuesday 1st of August 2017 03:12:39 PM
Old 08-01-2017
Extract data using a reference

Gents,

If there the possibility can to extract data using a reference from other file.

input.txt ( big file which contends all data
output.txt ( data extracted )
selection.txt ( information to extract the data

Example

In file input.txt there is big data each record have 56 lines like this.. then for example i will like to extract the record 39441.00 49781.00 so this record will be in file selection.txt. to extract all information (56 lines).

Code:
% VE464 V4.1.06
% Normal Acq
% SL            : 39441.00
% SN            : 49781.00
% SI            : 1
% StackNb       : 1
% FleetNb       : 10
% DsdNb         : 5
% SweepCounter  : 05376
% Sweep  Type   : b2=[CUSTOM -]
% Sweep Status  : 1
% Drive         : 75
% Gps Status    : $GPGGA,032536.00,2200.91436042,N,05046.52631472,E,5,16,0.6,155.203,M,-32.418,M,1.0,0000*6
% GNGSA         : $GNGSA,A,3,72,71,73,83,74,85,65,84,,,,,1.3,0.6,1.1*25
% GNGST         : $GNGST,032536.00,0.002,0.051,0.047,7.6,0.051,0.048,0.015*40
% GPZDA         : $GPZDA,032536.01,28,07,2017,00,00*6F
% PTNL         : $PTNL,GGK,032536.00,072817,2200.91436042,N,05046.52631472,E,12,16,1.3,EHT122.786,M*42
% TB            : 17/07/28 03:25:24:580000 [12324580000 microsec]
% QC type        : window = 1000 ms , normalized
% Time Inhibit  : 11
% EXTENDED TIME STATUS :
%     phase               warnings                overloads
%         force   Gv  Gs  masse pist. plaque
%Time         dist        1 2 3 1 2 3 1 2 3 4 5 6 F P M V E
0.5     0   0   0 128 128 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1.0     0   0   0 128 128 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1.5     0   0   0 128 128 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
2.0     0   0   0 128 128 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
2.5     0   0   0 128 128 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
3.0     0   0   0 128 128 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
3.5     0   0   0 128 128 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
4.0     0   0   0 128 128 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
4.5     0   0   0 128 128 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
5.0     0   0   0 128 128 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
5.5     1  71   7 128 128 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
6.0     1  76   7  44  15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
6.5    -1  76   6  33  21 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
7.0     0  73   7  32  17 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
7.5     0  72   6  38  19 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
8.0     0  73   6  42  22 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
8.5     0  74   6  43  31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
9.0    -1  74   6  39  24 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
9.5     1  73   6  44  26 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
10.0    0  74   7  41  23 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
10.5    1  72   7  45  21 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
11.0    1  75   9  49  24 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
11.5    2  76   8  51  26 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
12.0    0   0   0  59  24 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
% time end of prev sweep to up    :       230 ms
% pad up                          : 17/07/28 03:24:57:239
% pad down                        : 17/07/28 03:25:16:861
% time up to down                 :     19622 ms
% time down to pressure switch ON :      1220 ms
% time down to ready              :      1230 ms
% time down to sweep              :      7735 ms
% sweep length                    :     12000 ms

The purpose is to keep the same format like the input file.

I hope some one can help me with this if is possible
 

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draw_trans_rle_sprite(3alleg4)					  Allegro manual				    draw_trans_rle_sprite(3alleg4)

NAME
draw_trans_rle_sprite - Draws a translucent RLE sprite. Allegro game programming library. SYNOPSIS
#include <allegro.h> void draw_trans_rle_sprite(BITMAP *bmp, const RLE_SPRITE *sprite, int x, int y); DESCRIPTION
Translucent version of draw_rle_sprite(). See the description of draw_trans_sprite(). This must only be used after you have set up the color mapping table (for 256-color modes) or blender functions (for truecolor modes). The bitmap and sprite must normally be in the same color depth, but as a special case you can draw 32-bit RGBA format sprites onto any hicolor or truecolor bitmap, as long as you call set_alpha_blender() first. Example: /* Some one time initialisation code. */ COLOR_MAP global_trans_table; create_trans_table(&global_trans_table, my_palette, 128, 128, 128, NULL); ... if (get_color_depth() == 8) color_map = &global_trans_table; else set_trans_blender(128, 128, 128, 128); draw_trans_rle_sprite(buffer, rle_ghost_sprite, x, y); SEE ALSO
draw_rle_sprite(3alleg4), draw_lit_rle_sprite(3alleg4), draw_trans_sprite(3alleg4), color_map(3alleg4), set_trans_blender(3alleg4), set_alpha_blender(3alleg4), bitmap_mask_color(3alleg4) Allegro version 4.4.2 draw_trans_rle_sprite(3alleg4)
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