대충 한달 정도? 글을 쓰고 정리 안해서 공개도 못하고 있다.
일이 바쁜건지
체력이 후달리는건지
혹은 둘다인지.. 쩝..
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대충 한달 정도? 글을 쓰고 정리 안해서 공개도 못하고 있다.
일이 바쁜건지
체력이 후달리는건지
혹은 둘다인지.. 쩝..
| 블로그 방문자 수 정상화(?) (0) | 2025.07.20 |
|---|---|
| 이틀후 블로그 통계 정상화 (7) | 2025.07.17 |
| 도메인 연장 (0) | 2025.06.04 |
| 읭? 일요일 월요일 무슨일이? (0) | 2025.05.26 |
| 해피콩.. 나태해졌군 ㅠㅠ (0) | 2025.05.26 |
몇년에 걸쳐서 막혔던게 이렇게 쉽게 몇번의 피드백으로 주어지다니..
공부가 의미없는 시대인가.. (현타)
| curl -O https://raw.githubusercontent.com/nothings/stb/master/stb_image.h wget https://m.health.chosun.com/site/data/img_dir/2025/04/08/2025040803041_0.jpg mv 2025040803041_0.jpg dog.jpg |
#include <GL/glut.h>
#include <math.h>
#include <stdio.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
// 창 크기
int width = 800;
int height = 600;
// 카메라 변수
float cam_pos_x = 5.0f, cam_pos_y = 4.0f, cam_pos_z = 5.0f;
float cam_yaw = -135.0f; // Y축 기준 회전 (좌/우)
float cam_pitch = -30.0f; // X축 기준 회전 (상/하)
float fov = 45.0f; // 시야각 (줌인/아웃용)
// 마우스 상태 변수
int last_mouse_x, last_mouse_y;
int is_panning = 0; // 휠 드래그(패닝) 상태
int is_rotating = 0; // 좌클릭 드래그(회전) 상태
// 객체 회전 변수
float obj_rot_x = 0.0f;
float obj_rot_y = 0.0f;
// 클리핑 평면 변수
float near_plane = 1.0f;
float far_plane = 100.0f;
// 텍스처 변수
GLuint texture_id;
int texture_enabled = 1; // 텍스처 활성화 상태
// 카메라 방향 벡터 계산
void update_camera_vectors(float* front_x, float* front_z, float* up_x, float* up_y, float* up_z, float* right_x, float* right_z) {
float yaw_rad = cam_yaw * M_PI / 180.0f;
float pitch_rad = cam_pitch * M_PI / 180.0f;
// 시점 방향 벡터
*front_x = cos(yaw_rad) * cos(pitch_rad);
*front_z = sin(yaw_rad) * cos(pitch_rad);
// 오른쪽 벡터 (패닝에 사용)
*right_x = cos(yaw_rad - M_PI / 2.0f);
*right_z = sin(yaw_rad - M_PI / 2.0f);
// 위쪽 벡터 (패닝에 사용)
// 간단한 구현을 위해 Y축 고정
*up_x = 0.0f;
*up_y = 1.0f;
*up_z = 0.0f;
}
void draw_scene() {
glPushMatrix();
glRotatef(obj_rot_x, 1.0f, 0.0f, 0.0f); // X축 회전
glRotatef(obj_rot_y, 0.0f, 1.0f, 0.0f); // Y축 회전
// 뚫린 상자 그리기 (6개의 면을 각각 그림)
float thickness = 0.1f;
// 앞면 (빨강)
glPushMatrix();
glColor3f(1.0, 0.0, 0.0);
glTranslatef(0, 0, 1.5f);
glScalef(3.0f, 3.0f, thickness);
glutSolidCube(1.0);
glPopMatrix();
// 뒷면 (초록)
glPushMatrix();
glColor3f(0.0, 1.0, 0.0);
glRotatef(180, 0, 1, 0);
glTranslatef(0, 0, 1.5f);
glScalef(3.0f, 3.0f, thickness);
glutSolidCube(1.0);
glPopMatrix();
// 왼쪽 (파랑)
glPushMatrix();
glColor3f(0.0, 0.0, 1.0);
glRotatef(-90, 0, 1, 0);
glTranslatef(0, 0, 1.5f);
glScalef(3.0f, 3.0f, thickness);
glutSolidCube(1.0);
glPopMatrix();
// 오른쪽 (노랑)
glPushMatrix();
glColor3f(1.0, 1.0, 0.0);
glRotatef(90, 0, 1, 0);
glTranslatef(0, 0, 1.5f);
glScalef(3.0f, 3.0f, thickness);
glutSolidCube(1.0);
glPopMatrix();
// 윗면 (마젠타)
glPushMatrix();
glColor3f(1.0, 0.0, 1.0);
glRotatef(90, 1, 0, 0);
glTranslatef(0, 0, 1.5f);
glScalef(3.0f, thickness, 3.0f - thickness*2);
glutSolidCube(1.0);
glPopMatrix();
// 아랫면 (시안)
glPushMatrix();
glColor3f(0.0, 1.0, 1.0);
glRotatef(-90, 1, 0, 0);
glTranslatef(0, 0, 1.5f);
glScalef(3.0f, thickness, 3.0f - thickness*2);
glutSolidCube(1.0);
glPopMatrix();
// 텍스처가 입혀진 원통 그리기
if (texture_enabled) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture_id);
}
glColor3f(1.0, 1.0, 1.0); // 텍스처와 곱해질 색상
GLUquadric* quad = gluNewQuadric();
gluQuadricTexture(quad, GL_TRUE);
gluCylinder(quad, 0.5, 0.5, 2.0, 32, 32);
gluDeleteQuadric(quad);
if (texture_enabled) {
glDisable(GL_TEXTURE_2D);
}
glPopMatrix();
}
// 텍스트 렌더링 함수
void render_text(int x, int y, const char* string) {
glRasterPos2f(x, y);
for (const char* c = string; *c != '\0'; c++) {
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, *c);
}
}
// 행렬 정보 출력 함수
void draw_matrix_info() {
GLfloat modelview[16];
GLfloat projection[16];
GLfloat rotation[16];
char buffer[128];
glGetFloatv(GL_MODELVIEW_MATRIX, modelview);
glGetFloatv(GL_PROJECTION_MATRIX, projection);
// 회전 행렬 계산
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glRotatef(obj_rot_x, 1.0f, 0.0f, 0.0f);
glRotatef(obj_rot_y, 0.0f, 1.0f, 0.0f);
glGetFloatv(GL_MODELVIEW_MATRIX, rotation);
glPopMatrix();
glColor3f(1.0, 1.0, 1.0); // 흰색으로 설정
// 2D 렌더링을 위해 투영 행렬 변경
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, width, 0, height);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Model-View Matrix 정보 출력
sprintf(buffer, "Model-View Matrix:");
render_text(10, height - 20, buffer);
for (int i = 0; i < 4; i++) {
sprintf(buffer, "%.2f %.2f %.2f %.2f", modelview[i*4], modelview[i*4+1], modelview[i*4+2], modelview[i*4+3]);
render_text(10, height - 35 - (i * 15), buffer);
}
// Projection Matrix 정보 출력
sprintf(buffer, "Projection Matrix:");
render_text(10, height - 100, buffer);
for (int i = 0; i < 4; i++) {
sprintf(buffer, "%.2f %.2f %.2f %.2f", projection[i*4], projection[i*4+1], projection[i*4+2], projection[i*4+3]);
render_text(10, height - 115 - (i * 15), buffer);
}
// Rotation Matrix 정보 출력
sprintf(buffer, "Rotation Matrix:");
render_text(10, height - 180, buffer);
for (int i = 0; i < 4; i++) {
sprintf(buffer, "%.2f %.2f %.2f %.2f", rotation[i*4], rotation[i*4+1], rotation[i*4+2], rotation[i*4+3]);
render_text(10, height - 195 - (i * 15), buffer);
}
// Near/Far 정보 출력
sprintf(buffer, "Near: %.2f, Far: %.2f", near_plane, far_plane);
render_text(10, height - 260, buffer);
// 원래의 투영, 모델뷰 행렬로 복원
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float yaw_rad = cam_yaw * M_PI / 180.0f;
float pitch_rad = cam_pitch * M_PI / 180.0f;
float eye_separation = 0.5f; // 눈 사이 간격
// 오른쪽 벡터 계산
float right_x = cos(yaw_rad - M_PI / 2.0f);
float right_z = sin(yaw_rad - M_PI / 2.0f);
// 왼쪽 눈 렌더링
glViewport(0, 0, width / 2, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fov, (double)(width/2) / (double)height, near_plane, far_plane);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
float left_cam_x = cam_pos_x - right_x * eye_separation / 2.0f;
float left_cam_z = cam_pos_z - right_z * eye_separation / 2.0f;
float look_at_x = left_cam_x + cos(yaw_rad) * cos(pitch_rad);
float look_at_y = cam_pos_y + sin(pitch_rad);
float look_at_z = left_cam_z + sin(yaw_rad) * cos(pitch_rad);
gluLookAt(left_cam_x, cam_pos_y, left_cam_z, look_at_x, look_at_y, look_at_z, 0.0, 1.0, 0.0);
draw_scene();
draw_matrix_info();
// 오른쪽 눈 렌더링
glViewport(width / 2, 0, width / 2, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fov, (double)(width/2) / (double)height, near_plane, far_plane);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
float right_cam_x = cam_pos_x + right_x * eye_separation / 2.0f;
float right_cam_z = cam_pos_z + right_z * eye_separation / 2.0f;
look_at_x = right_cam_x + cos(yaw_rad) * cos(pitch_rad);
look_at_y = cam_pos_y + sin(pitch_rad);
look_at_z = right_cam_z + sin(yaw_rad) * cos(pitch_rad);
gluLookAt(right_cam_x, cam_pos_y, right_cam_z, look_at_x, look_at_y, look_at_z, 0.0, 1.0, 0.0);
draw_scene();
draw_matrix_info();
glutSwapBuffers();
}
void reshape(int w, int h) {
width = w;
h = h > 0 ? h : 1;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fov, (double)width / (double)height, 1.0, 100.0);
}
void keyboard(unsigned char key, int x, int y) {
float speed = 0.1f;
float yaw_rad = cam_yaw * M_PI / 180.0f;
switch (key) {
case 'w':
cam_pos_x += cos(yaw_rad) * speed;
cam_pos_z += sin(yaw_rad) * speed;
break;
case 's':
cam_pos_x -= cos(yaw_rad) * speed;
cam_pos_z -= sin(yaw_rad) * speed;
break;
case 'a':
cam_pos_x += cos(yaw_rad - M_PI / 2.0f) * speed;
cam_pos_z += sin(yaw_rad - M_PI / 2.0f) * speed;
break;
case 'd':
cam_pos_x -= cos(yaw_rad - M_PI / 2.0f) * speed;
cam_pos_z -= sin(yaw_rad - M_PI / 2.0f) * speed;
break;
case 'r': // 리셋 기능
cam_pos_x = 5.0f; cam_pos_y = 4.0f; cam_pos_z = 5.0f;
cam_yaw = -135.0f;
cam_pitch = -30.0f;
fov = 45.0f;
obj_rot_x = 0.0f;
obj_rot_y = 0.0f;
near_plane = 1.0f;
far_plane = 100.0f;
reshape(width, height);
break;
case 'i': // near 증가
near_plane += 0.1f;
break;
case 'k': // near 감소
near_plane -= 0.1f;
if (near_plane < 0.1f) near_plane = 0.1f; // 0보다 작아지지 않도록
break;
case 'o': // far 증가
far_plane += 0.1f;
break;
case 'l': // far 감소
far_plane -= 0.1f;
if (far_plane < near_plane) far_plane = near_plane + 0.1f; // near보다 작아지지 않도록
break;
case 't': // 텍스처 토글
texture_enabled = !texture_enabled;
break;
}
glutPostRedisplay();
}
void specialKeys(int key, int x, int y) {
float rot_speed = 5.0f;
switch (key) {
case GLUT_KEY_UP:
obj_rot_x -= rot_speed;
break;
case GLUT_KEY_DOWN:
obj_rot_x += rot_speed;
break;
case GLUT_KEY_LEFT:
obj_rot_y -= rot_speed;
break;
case GLUT_KEY_RIGHT:
obj_rot_y += rot_speed;
break;
}
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y) {
// 휠 줌 인/아웃
if (button == 3) { // 휠 업
fov -= 1.0f;
if (fov < 1.0f) fov = 1.0f;
reshape(width, height); // 투영 행렬 업데이트
} else if (button == 4) { // 휠 다운
fov += 1.0f;
if (fov > 90.0f) fov = 90.0f;
reshape(width, height); // 투영 행렬 업데이트
}
// 휠 클릭 (패닝)
if (button == GLUT_MIDDLE_BUTTON) {
if (state == GLUT_DOWN) {
is_panning = 1;
last_mouse_x = x;
last_mouse_y = y;
} else {
is_panning = 0;
}
}
// 좌클릭 (회전)
if (button == GLUT_LEFT_BUTTON) {
if (state == GLUT_DOWN) {
is_rotating = 1;
last_mouse_x = x;
last_mouse_y = y;
} else {
is_rotating = 0;
}
}
glutPostRedisplay();
}
void motion(int x, int y) {
int dx = x - last_mouse_x;
int dy = y - last_mouse_y;
last_mouse_x = x;
last_mouse_y = y;
if (is_panning) {
float pan_speed = 0.01f;
float front_x, front_z, up_x, up_y, up_z, right_x, right_z;
update_camera_vectors(&front_x, &front_z, &up_x, &up_y, &up_z, &right_x, &right_z);
cam_pos_x -= right_x * dx * pan_speed;
cam_pos_z -= right_z * dx * pan_speed;
cam_pos_y += dy * pan_speed; // Y축 방향으로 이동
} else if (is_rotating) {
float rot_speed = 0.5f;
obj_rot_y += dx * rot_speed;
obj_rot_x += dy * rot_speed;
}
glutPostRedisplay();
}
void init() {
glClearColor(0.1, 0.1, 0.1, 1.0);
glEnable(GL_DEPTH_TEST);
}
// 텍스처 로드 함수
void load_texture(const char* filename) {
int width, height, nrChannels;
unsigned char *data = stbi_load(filename, &width, &height, &nrChannels, 0);
if (data) {
glGenTextures(1, &texture_id);
glBindTexture(GL_TEXTURE_2D, texture_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLenum format = (nrChannels == 4) ? GL_RGBA : GL_RGB;
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
stbi_image_free(data);
} else {
printf("Failed to load texture: %s\n", filename);
stbi_image_free(data);
}
}
void print_help() {
printf("====== Key Controls ======\n");
printf(" w, a, s, d : Move Camera\n");
printf(" Arrow Keys : Rotate Object\n");
printf(" i, k : Adjust Near Plane\n");
printf(" o, l : Adjust Far Plane\n");
printf(" r : Reset Camera and Object\n");
printf(" t : Toggle Texture\n");
printf("--------------------------\n");
printf("====== Mouse Controls ======\n");
printf(" Left Drag : Rotate Object\n");
printf(" Wheel Drag : Pan Camera\n");
printf(" Wheel Scroll: Zoom (Adjust FOV)\n");
printf("==========================\n");
}
int main(int argc, char** argv) {
print_help();
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(width, height);
glutCreateWindow("OpenGL Camera Control Demo");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutSpecialFunc(specialKeys);
glutMouseFunc(mouse);
glutMotionFunc(motion); // 마우스 버튼이 눌린 상태에서의 움직임
init();
load_texture("dog.jpg"); // 텍스처 로드
glutMainLoop();
return 0;
}| openGL shade (0) | 2025.07.30 |
|---|---|
| openGL 은선제거 (0) | 2025.07.29 |
| opengl texture (0) | 2025.05.30 |
| blender in openGL (0) | 2025.04.28 |
| opengl glortho gluperspective (0) | 2023.08.28 |
indicator 혹은 active buzzer는 내부에 회로가 내장되어
전기만 공급되면 resonant frequency 로 소리를 발생시키는 부품이다.
transducer 라던가 passive buzzer가 pwm에 의해 주파수로 입력하면 원하는 소리가 나는 부품인듯.

[링크 : https://puiaudio.com/file/specs-AI-1223-TWT-3V-2-R.pdf]
| 아 어쩐지 부품이 두개더라 -_-? (0) | 2025.10.08 |
|---|---|
| 열전대 써모커플러 (0) | 2025.07.17 |
| rheostat ? (0) | 2024.07.25 |
| notch filter (0) | 2024.05.21 |
| 멀티미터 TR 테스트 (0) | 2023.11.02 |
개인 권한으로 하려니 안되서 어쩔수 없이 root 권한으로 설치 --
| sudo npm install -g @google/gemini-cli |
[링크 : https://github.com/google-gemini/gemini-cli]



이후에 계정 연동해서 하려는데 회사 계정으로는 안된다.
나중에 개인 계정으로 시도해 봐야겠다.
| ai killed programmer (0) | 2025.05.23 |
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| chatGPT가 날로먹으려고 한다!!!! (0) | 2025.03.21 |
| claude 구독 해제 (0) | 2024.11.22 |
| 클로드를 이용해 코드는 손도 안대고 웹페이지 만들기 (1) | 2024.09.13 |
| 클로드로 날로먹기 모드 (0) | 2024.09.12 |
[링크 : https://www.youtube.com/watch?v=fb60_3iSF44]
[링크 : https://gamhongshi.tistory.com/22]
[링크 : https://ics.uci.edu/~fielding/pubs/dissertation/top.htm]
HATEOAS - Hypermedia As The Engine of Application State
요즘 SaaS 쓰니까 굳이 요즘 스타일로 바꾸면 HaTEoAS 라고 해야하나? ㅋㅋ
| PWA - progressive web app (0) | 2025.09.05 |
|---|---|
| html custom tag (0) | 2025.05.14 |
| polypill (0) | 2025.03.05 |
| css 캐로젤 (0) | 2024.11.12 |
| webgl + three.js를 이용한 GL 공부하기 (feat 클로드) (0) | 2024.10.18 |
내 속옷 넣는 서랍장이랑
애들 속옷 넣는 서랍장이 무너져서
어찌 맞겠지 생각에 좀더 폭이 넓은걸로 해서 구매하고
오늘 배송받아 드라이버로 한땀한땀 교체!




아내도 나도 만족!
만원에 레일 3개에 배송비 들인거 치고는 꽤 만족스럽다.






[링크 : http://itempage3.auction.co.kr/DetailView.aspx?ItemNo=C337662970&frm3=V2]
| 호빵 맛집 (0) | 2025.07.14 |
|---|---|
| 올리브 풀빌라 (0) | 2025.07.13 |
| 더운데 덥지 아니하다? (0) | 2025.07.10 |
| 송파 스피어 (0) | 2025.07.09 |
| 어우 더워. 습해!!! (0) | 2025.07.07 |
awk로 쇼할 바에는 이게 최고구만
[링크 https://packages.debian.org/search?keywords=csvtool]
+
2025.07.31
csv 파일에서 특정 셀을 뽑아내서 합계를 구하려는데
mlr과 csvtool을 gpt가 추천해줘서 찾아보게 됨
| NAME csvtool - tool for performing manipulations on CSV files from shell scripts SYNOPSIS csvtool [options] command [command-args] input.csv... |
| $ csvtool --help csvtool - Copyright (C) 2005-2006 Richard W.M. Jones, Merjis Ltd. - Copyright (C) 2007- Richard W.M. Jones & Christophe Troestler csvtool is a tool for performing manipulations on CSV files from shell scripts. Summary: csvtool [-options] command [command-args] input.csv [input2.csv [...]] Commands: col <column-spec> Return one or more columns from the CSV file. For <column-spec>, see below. Example: csvtool col 1-3,6 input.csv > output.csv namedcol <names> Assuming the first row of the CSV file is a list of column headings, this returned the column(s) with the named headings. <names> is a comma-separated list of names. Example: csvtool namedcol Account,Cost input.csv > output.csv width Print the maximum width of the CSV file (number of columns in the widest row). height Print the number of rows in the CSV file. For most CSV files this is equivalent to 'wc -l', but note that some CSV files can contain a row which breaks over two (or more) lines. setcolumns cols Set the number of columns to cols (this also makes the CSV file square). Any short rows are padding with blank cells. Any long rows are truncated. setrows rows 'setrows n' sets the number of rows to 'n'. If there are fewer than 'n' rows in the CSV files, then empty blank lines are added. head rows take rows 'head n' and 'take n' (which are synonyms) take the first 'n' rows. If there are fewer than 'n' rows, padding is not added. drop rows Drop the first 'rows' rows and return the rest (if any). Example: To remove the headings from a CSV file with headings: csvtool drop 1 input.csv > output.csv To extract rows 11 through 20 from a file: csvtool drop 10 input.csv | csvtool take 10 - > output.csv cat This concatenates the input files together and writes them to the output. You can use this to change the separator character. Example: csvtool -t TAB -u COMMA cat input.tsv > output.csv paste Concatenate the columns of the files together and write them to the output. Example: csvtool paste input1.csv input2.csv > output.csv pastecol <column-spec1> <column-spec2> input.csv update.csv Replace the content of the columns referenced by <column-spec1> in the file input.csv with the one of the corresponding column specified by <column-spec2> in update.csv. Example: csvtool pastecol 2-3 1- input.csv update.csv.csv > output.csv join <column-spec1> <column-spec2> Join (collate) multiple CSV files together. <column-spec1> controls which columns are compared. <column-spec2> controls which columns are copied into the new file. Example: csvtool join 1 2 coll1.csv coll2.csv > output.csv In the above example, if coll1.csv contains: Computers,$40 Software,$100 and coll2.csv contains: Computers,$50 then the output will be: Computers,$40,$50 Software,$100, square Make the CSV square, so all rows have the same length. Example: csvtool square input.csv > input-square.csv trim [tlrb]+ Trim empty cells at the top/left/right/bottom of the CSV file. Example: csvtool trim t input.csv # trims empty rows at the top only csvtool trim tb input.csv # trims empty rows at the top & bottom csvtool trim lr input.csv # trims empty columns at left & right csvtool trim tlrb input.csv # trims empty rows/columns all around sub r c rows cols Take a square subset of the CSV, top left at row r, column c, which is rows deep and cols wide. 'r' and 'c' count from 1, or from 0 if -z option is given. replace <column-spec> update.csv original.csv Replace rows in original.csv with rows from update.csv. The columns in <column-spec> only are used to compare rows in input.csv and update.csv to see if they are candidates for replacement. Example: csvtool replace 3 updates.csv original.csv > new.csv mv new.csv original.csv transpose input.csv Transpose the lines and columns of the CSV file. format fmt Print each row of the files according to the format 'fmt'. Each occurrence of "%i" or "%(i)" (where 'i' is a number) in 'fmt' is replaced by the content of column number 'i' (remember that the leftmost column is numbered 1 in the traditional spreadsheet fashion). A literal percent is obtained by doubling it. The usual escape sequences \n, \r, and \t are recognized. Example: csvtool format '%(1) -> %8%%\n' input.csv call command This calls the external command (or shell function) 'command' followed by a parameter for each column in the CSV file. The external command is called once for each row in the CSV file. If any command returns a non-zero exit code then the whole program terminates. Tip: Use the shell command 'export -f funcname' to export a shell function for use as a command. Within the function, use the positional parameters $1, $2, ... to refer to the columns. Example (with a shell function): function test { echo Column 1: $1 echo Column 2: $2 } export -f test csvtool call test my.csv In the above example, if my.csv contains: how,now brown,cow then the output is: Column 1: how Column 2: now Column 1: brown Column 2: cow readable Print the input CSV in a readable format. Column specs: A <column-spec> is a comma-separated list of column numbers or column ranges. Examples: 1 Column 1 (the first, leftmost column) 2,5,7 Columns 2, 5 and 7 1-3,5 Columns 1, 2, 3 and 5 1,5- Columns 1, 5 and up. Columns are numbered starting from 1 unless the -z option is given. Input files: csvtool takes a list of input file(s) from the command line. If an input filename is '-' then take input from stdin. Output file: Normally the output is written to stdout. Use the -o option to override this. Separators: The default separator character is , (comma). To change this on input or output see the -t and -u options respectively. Use -t TAB or -u TAB (literally T-A-B!) to specify tab-separated files. Options: -t Input separator char. Use -t TAB for tab separated input. -u Output separator char. Use -u TAB for tab separated output. -o Write output to file (instead of stdout) -z Number columns from 0 instead of 1 -help Display this list of options --help Display this list of options |
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