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  • How to parse amadeus air ticket file

    - by Andrus
    Amadeous produces AIR file like below for every flyight reservation. I need to read reservation number and source and destionation airports from this file. I searched goog for "amadeous air format" but havent found format description. Wikipedia entry about EDIFACt is a bit different, it does not describe this content. Where to fnd information about the file structure ? How to parse this file ? I have not idea about the file stucture, does it contain records like sql table or is it some reservation protocol instructions like postscript file ? Application should work in Microsoft Windows and preferably in Visual FoxPro or C# language. FoxPro or Microsoft Visual Studio 2012 Express can used as programming environment Google returns only Amadeus users guides and tutorials like in comment and in http://www.amadeusschweiz.com/en/documentation/usermanuals.html Those are user manuals. Most promising looks Amadeus Air user guide from this: File which I received name was air.txt and first token in file is AIR-BLK206 Maybe BLK206 is some booking format descriptor. Google returns some documens like my using this so it looks like it is commonly used. This file probably describes how to reserve ticket, which produces air.txt file. I seacrched this and ticket user guide for BLK but those do not contains this abbreviation. Commands in user manual look different than those from this file. How to use this information to extract reservation number and destination airport from this file ? I havent found format description using google. There are amadeus user guides, tutorials ja quick reference files similar which you posted but I do'nt understand how to use them to parse this file. One message describes that this is form of EDIFACT. However EDIFACT message sample in Wikipedia is also diffrerent. I need to create quick prototype to customer which shows that we vcan read those files. Maybe there are some programs which can used to display it in human readable form ?

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  • using PixelBender to double the size of a bitmap

    - by jedierikb
    I have a performance question about pixel bender. I want to enlarge many BitmapData (double their size into new BitmapData). I was doing this with as3, but wanted to use pixel bender to get better performance. On my machines, I get great comparative performance out of many pixel bender demonstrations. To my surprise (or bad coding / understanding), I am getting much worse performance out of pixel bender -- 2 seconds to do 3000 scalings vs .5 seconds! I expected to get at least the same performance as as3. What am I doing wrong? I got the straightforward pixel bender code here (and it is included below for easy reference). package { import aCore.aUtil.timingUtils; import flash.display.BitmapData; import flash.display.Shader; import flash.display.ShaderJob; import flash.display.Sprite; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.Event; import flash.geom.Matrix; public class flashFlash extends Sprite { [Embed ( source="pixelbender/bilinearresample.pbj", mimeType="application/octet-stream" ) ] private static var BilinearScaling:Class; public function flashFlash( ):void { stage.align = StageAlign.TOP_LEFT; stage.scaleMode = StageScaleMode.NO_SCALE; addEventListener( Event.ENTER_FRAME, efCb, false, 0, true ); } private function efCb( evt:Event ):void { removeEventListener( Event.ENTER_FRAME, efCb, false ); traceTime( "init" ); var srcBmd:BitmapData = new BitmapData( 80, 120, false, 0 ); var destBmd:BitmapData = new BitmapData( 160, 240, false, 0 ); var mx:Matrix = new Matrix( ); mx.scale( 2, 2 ); for (var i:uint = 0; i < 3000; i++) { destBmd.draw( srcBmd, mx ); } traceTime( "scaled with as3" ); // create and configure a Shader object var shader:Shader = new Shader( ); shader.byteCode = new BilinearScaling( ); shader.data.scale.value = [2]; shader.data.src.input = srcBmd; for (var j:uint = 0; j < 3000; j++) { var shaderJob:ShaderJob = new ShaderJob( ); shaderJob.shader = shader; shaderJob.target = destBmd; shaderJob.start( true ); } traceTime( "scaled with pixel bender bilinearresample.pbj" ); } private static var _lastTraceTime:Number = new Date().getTime(); public static function traceTime( note:String ):Number { var nowTime:Number = new Date().getTime(); var diff:Number = (nowTime-_lastTraceTime); trace( "[t" + diff + "] " + note ); _lastTraceTime = nowTime; return diff; } } } And the pixel bender code: <languageVersion : 1.0;> kernel BilinearResample < namespace : "com.brooksandrus.pixelbender"; vendor : "Brooks Andrus"; version : 1; description : "Resizes an image using bilinear resampling. Constrains aspect ratio - divide Math.max( input.width / output.width, input.height / output.height ) and pass in to the scale parameter"; > { parameter float scale < minValue: 0.0; maxValue: 1000.0; defaultValue: 1.0; >; input image4 src; output pixel4 dst; void evaluatePixel() { // scale should be Math.max( src.width / output.width, src.height / output.height ) dst = sampleLinear( src, outCoord() * scale ); // bilinear scaling } }

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