04-26-2005
Sending email with text & attachment using mailx
I spent some time working this out, with a little help from various forums, and thought the community would like to know :
Here is how you can send an email from a single Unix command line :
/usr/bin/echo "Email text\nNew line\nAnother new line" >x | uuencode sourcefile.txt sourcefile.txt | cat x - | mailx -s "Email subject" -r "reply@to.com" "recipient@company.com"
Breakdown :
- /usr/bin/echo : I use /usr/bin/echo because it consistently handles embedded control characters like \n (newline)
- >x : The echoed text is saved in file "x" for use by "cat"
- uuencode : This takes the file and generates it as a MIME-encoded attachment. The output (encoded file) is piped to "cat"
- cat : Concatenates the echoed text to the encoded file. Cat takes the contents of file "x", appends the output from uuencode and pipes them to "mailx"
- mailx : Sends the email. -s is the subject text, -r is the reply-to email address, followed by the recipient's email address. The contents of the email come from the output of "cat"
This command does leave behind a file called "x". You may want to delete this file later. You could save it in /var/tmp, if the contents aren't sensitive.
This works for me on Solaris (SunOS 5.6). I believe it should be fairly portable to other environments.
If you want to include HTML in the text part of the email, you can include "Content-Type: text/html" in the echoed text, followed by your HTML code.
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LEARN ABOUT CENTOS
glframebuffertexturelayer
GLFRAMEBUFFERTEXTURE(3G) OpenGL Manual GLFRAMEBUFFERTEXTURE(3G)
NAME
glFramebufferTextureLayer - attach a single layer of a texture to a framebuffer
C SPECIFICATION
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
PARAMETERS
target
Specifies the framebuffer target. target must be GL_DRAW_FRAMEBUFFER, GL_READ_FRAMEBUFFER, or GL_FRAMEBUFFER. GL_FRAMEBUFFER is
equivalent to GL_DRAW_FRAMEBUFFER.
attachment
Specifies the attachment point of the framebuffer. attachment must be GL_COLOR_ATTACHMENTi, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT
or GL_DEPTH_STENCIL_ATTACHMMENT.
texture
Specifies the texture object to attach to the framebuffer attachment point named by attachment.
level
Specifies the mipmap level of texture to attach.
layer
Specifies the layer of texture to attach.
DESCRIPTION
glFramebufferTextureLayer operates like glFramebufferTexture(), except that only a single layer of the texture level, given by layer, is
attached to the attachment point. If texture is not zero, layer must be greater than or equal to zero. texture must either be zero or the
name of an existing three-dimensional texture, one- or two-dimensional array texture, or multisample array texture.
ERRORS
GL_INVALID_ENUM is generated if target is not one of the accepted tokens.
GL_INVALID_ENUM is generated if attachment is not one of the accepted tokens.
GL_INVALID_VALUE is generated if texture is not zero or the name of an existing texture object.
GL_INVALID_VALUE is generated if texture is not zero and layer is negative.
GL_INVALID_OPERATION is generated if zero is bound to target.
GL_INVALID_OPERATION is generated if texture is not zero or the name of an existing cube map texture.
SEE ALSO
glGenFramebuffers(), glBindFramebuffer(), glGenRenderbuffers(), glFramebufferTexture(), glFramebufferTextureFace()
COPYRIGHT
Copyright (C) 2010 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication
License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.
AUTHORS
opengl.org
opengl.org 06/10/2014 GLFRAMEBUFFERTEXTURE(3G)