コード例 #1
0
ファイル: nslookup.c プロジェクト: krichter722/bind9
static void
parse_args(int argc, char **argv) {
	isc_boolean_t have_lookup = ISC_FALSE;

	usesearch = ISC_TRUE;
	for (argc--, argv++; argc > 0; argc--, argv++) {
		debug("main parsing %s", argv[0]);
		if (argv[0][0] == '-') {
			if (strncasecmp(argv[0], "-ver", 4) == 0) {
				version();
				exit(0);
			} else if (argv[0][1] != 0) {
				setoption(&argv[0][1]);
			} else
				have_lookup = ISC_TRUE;
		} else {
			if (!have_lookup) {
				have_lookup = ISC_TRUE;
				in_use = ISC_TRUE;
				addlookup(argv[0]);
			} else {
				set_nameserver(argv[0]);
				check_ra = ISC_FALSE;
			}
		}
	}
}
コード例 #2
0
ファイル: nslookup.c プロジェクト: krichter722/bind9
static void
do_next_command(char *input) {
	char *ptr, *arg;

	ptr = next_token(&input, " \t\r\n");
	if (ptr == NULL)
		return;
	arg = next_token(&input, " \t\r\n");
	if ((strcasecmp(ptr, "set") == 0) &&
	    (arg != NULL))
		setoption(arg);
	else if ((strcasecmp(ptr, "server") == 0) ||
		 (strcasecmp(ptr, "lserver") == 0)) {
		isc_app_block();
		set_nameserver(arg);
		check_ra = ISC_FALSE;
		isc_app_unblock();
		show_settings(ISC_TRUE, ISC_TRUE);
	} else if (strcasecmp(ptr, "exit") == 0) {
		in_use = ISC_FALSE;
	} else if (strcasecmp(ptr, "help") == 0 ||
		   strcasecmp(ptr, "?") == 0) {
		printf("The '%s' command is not yet implemented.\n", ptr);
	} else if (strcasecmp(ptr, "finger") == 0 ||
		   strcasecmp(ptr, "root") == 0 ||
		   strcasecmp(ptr, "ls") == 0 ||
		   strcasecmp(ptr, "view") == 0) {
		printf("The '%s' command is not implemented.\n", ptr);
	} else
		addlookup(ptr);
}
コード例 #3
0
ファイル: nslookup.c プロジェクト: 274914765/C
static void get_next_command (void)
{
    char *buf;

    char *ptr, *arg;

    char *input;

    fflush (stdout);
    buf = isc_mem_allocate (mctx, COMMSIZE);
    if (buf == NULL)
        fatal ("memory allocation failure");
    fputs ("> ", stderr);
    fflush (stderr);
    isc_app_block ();
    ptr = fgets (buf, COMMSIZE, stdin);
    isc_app_unblock ();
    if (ptr == NULL)
    {
        in_use = ISC_FALSE;
        goto cleanup;
    }
    input = buf;
    ptr = next_token (&input, " \t\r\n");
    if (ptr == NULL)
        goto cleanup;
    arg = next_token (&input, " \t\r\n");
    if ((strcasecmp (ptr, "set") == 0) && (arg != NULL))
        setoption (arg);
    else if ((strcasecmp (ptr, "server") == 0) || (strcasecmp (ptr, "lserver") == 0))
    {
        isc_app_block ();
        set_nameserver (arg);
        check_ra = ISC_FALSE;
        isc_app_unblock ();
        show_settings (ISC_TRUE, ISC_TRUE);
    }
    else if (strcasecmp (ptr, "exit") == 0)
    {
        in_use = ISC_FALSE;
        goto cleanup;
    }
    else if (strcasecmp (ptr, "help") == 0 || strcasecmp (ptr, "?") == 0)
    {
        printf ("The '%s' command is not yet implemented.\n", ptr);
        goto cleanup;
    }
    else if (strcasecmp (ptr, "finger") == 0 ||
             strcasecmp (ptr, "root") == 0 || strcasecmp (ptr, "ls") == 0 || strcasecmp (ptr, "view") == 0)
    {
        printf ("The '%s' command is not implemented.\n", ptr);
        goto cleanup;
    }
    else
        addlookup (ptr);
  cleanup:
    isc_mem_free (mctx, buf);
}
コード例 #4
0
static void
parse_args(int argc, char **argv) {
	isc_boolean_t have_lookup = ISC_FALSE;

	usesearch = ISC_TRUE;
	for (argc--, argv++; argc > 0; argc--, argv++) {
		debug("main parsing %s", argv[0]);
		if (argv[0][0] == '-') {
			if (argv[0][1] != 0)
				setoption(&argv[0][1]);
			else
				have_lookup = ISC_TRUE;
		} else {
			if (!have_lookup) {
				have_lookup = ISC_TRUE;
				in_use = ISC_TRUE;
				addlookup(argv[0]);
			}
			else
				set_nameserver(argv[0]);
		}
	}
}
コード例 #5
0
ファイル: gl.c プロジェクト: kevinbutchart/gles_scripts
void createmap(){
  addlookup(GLACTIVETEXTURE,"glActiveTexture");
  addlookup(GLATTACHSHADER,"glAttachShader");
  addlookup(GLBINDATTRIBLOCATION,"glBindAttribLocation");
  addlookup(GLBINDBUFFER,"glBindBuffer");
  addlookup(GLBINDFRAMEBUFFER,"glBindFramebuffer");
  addlookup(GLBINDRENDERBUFFER,"glBindRenderbuffer");
  addlookup(GLBINDTEXTURE,"glBindTexture");
  addlookup(GLBLENDCOLOR,"glBlendColor");
  addlookup(GLBLENDEQUATION,"glBlendEquation");
  addlookup(GLBLENDEQUATIONSEPARATE,"glBlendEquationSeparate");
  addlookup(GLBLENDFUNC,"glBlendFunc");
  addlookup(GLBLENDFUNCSEPARATE,"glBlendFuncSeparate");
  addlookup(GLBUFFERDATA,"glBufferData");
  addlookup(GLBUFFERSUBDATA,"glBufferSubData");
  addlookup(GLCHECKFRAMEBUFFERSTATUS,"glCheckFramebufferStatus");
  addlookup(GLCLEAR,"glClear");
  addlookup(GLCLEARCOLOR,"glClearColor");
  addlookup(GLCLEARDEPTHF,"glClearDepthf");
  addlookup(GLCLEARSTENCIL,"glClearStencil");
  addlookup(GLCOLORMASK,"glColorMask");
  addlookup(GLCOMPILESHADER,"glCompileShader");
  addlookup(GLCOMPRESSEDTEXIMAGE2D,"glCompressedTexImage2D");
  addlookup(GLCOMPRESSEDTEXSUBIMAGE2D,"glCompressedTexSubImage2D");
  addlookup(GLCOPYTEXIMAGE2D,"glCopyTexImage2D");
  addlookup(GLCOPYTEXSUBIMAGE2D,"glCopyTexSubImage2D");
  addlookup(GLCREATEPROGRAM,"glCreateProgram");
  addlookup(GLCREATESHADER,"glCreateShader");
  addlookup(GLCULLFACE,"glCullFace");
  addlookup(GLDELETEBUFFERS,"glDeleteBuffers");
  addlookup(GLDELETEFRAMEBUFFERS,"glDeleteFramebuffers");
  addlookup(GLDELETEPROGRAM,"glDeleteProgram");
  addlookup(GLDELETERENDERBUFFERS,"glDeleteRenderbuffers");
  addlookup(GLDELETESHADER,"glDeleteShader");
  addlookup(GLDELETETEXTURES,"glDeleteTextures");
  addlookup(GLDEPTHFUNC,"glDepthFunc");
  addlookup(GLDEPTHMASK,"glDepthMask");
  addlookup(GLDEPTHRANGEF,"glDepthRangef");
  addlookup(GLDETACHSHADER,"glDetachShader");
  addlookup(GLDISABLE,"glDisable");
  addlookup(GLDISABLEVERTEXATTRIBARRAY,"glDisableVertexAttribArray");
  addlookup(GLDRAWARRAYS,"glDrawArrays");
  addlookup(GLDRAWELEMENTS,"glDrawElements");
  addlookup(GLENABLE,"glEnable");
  addlookup(GLENABLEVERTEXATTRIBARRAY,"glEnableVertexAttribArray");
  addlookup(GLFINISH,"glFinish");
  addlookup(GLFLUSH,"glFlush");
  addlookup(GLFRAMEBUFFERRENDERBUFFER,"glFramebufferRenderbuffer");
  addlookup(GLFRAMEBUFFERTEXTURE2D,"glFramebufferTexture2D");
  addlookup(GLFRONTFACE,"glFrontFace");
  addlookup(GLGENBUFFERS,"glGenBuffers");
  addlookup(GLGENERATEMIPMAP,"glGenerateMipmap");
  addlookup(GLGENFRAMEBUFFERS,"glGenFramebuffers");
  addlookup(GLGENRENDERBUFFERS,"glGenRenderbuffers");
  addlookup(GLGENTEXTURES,"glGenTextures");
  addlookup(GLGETACTIVEATTRIB,"glGetActiveAttrib");
  addlookup(GLGETACTIVEUNIFORM,"glGetActiveUniform");
  addlookup(GLGETATTACHEDSHADERS,"glGetAttachedShaders");
  addlookup(GLGETATTRIBLOCATION,"glGetAttribLocation");
  addlookup(GLGETBOOLEANV,"glGetBooleanv");
  addlookup(GLGETBUFFERPARAMETERIV,"glGetBufferParameteriv");
  addlookup(GLGETERROR,"glGetError");
  addlookup(GLGETFLOATV,"glGetFloatv");
  addlookup(GLGETFRAMEBUFFERATTACHMENTPARAMETERIV,"glGetFramebufferAttachmentParameteriv");
  addlookup(GLGETINTEGERV,"glGetIntegerv");
  addlookup(GLGETPROGRAMIV,"glGetProgramiv");
  addlookup(GLGETPROGRAMINFOLOG,"glGetProgramInfoLog");
  addlookup(GLGETRENDERBUFFERPARAMETERIV,"glGetRenderbufferParameteriv");
  addlookup(GLGETSHADERIV,"glGetShaderiv");
  addlookup(GLGETSHADERINFOLOG,"glGetShaderInfoLog");
  addlookup(GLGETSHADERPRECISIONFORMAT,"glGetShaderPrecisionFormat");
  addlookup(GLGETSHADERSOURCE,"glGetShaderSource");
  addlookup(GLGETSTRING,"glGetString");
  addlookup(GLGETTEXPARAMETERFV,"glGetTexParameterfv");
  addlookup(GLGETTEXPARAMETERIV,"glGetTexParameteriv");
  addlookup(GLGETUNIFORMFV,"glGetUniformfv");
  addlookup(GLGETUNIFORMIV,"glGetUniformiv");
  addlookup(GLGETUNIFORMLOCATION,"glGetUniformLocation");
  addlookup(GLGETVERTEXATTRIBFV,"glGetVertexAttribfv");
  addlookup(GLGETVERTEXATTRIBIV,"glGetVertexAttribiv");
  addlookup(GLGETVERTEXATTRIBPOINTERV,"glGetVertexAttribPointerv");
  addlookup(GLHINT,"glHint");
  addlookup(GLISBUFFER,"glIsBuffer");
  addlookup(GLISENABLED,"glIsEnabled");
  addlookup(GLISFRAMEBUFFER,"glIsFramebuffer");
  addlookup(GLISPROGRAM,"glIsProgram");
  addlookup(GLISRENDERBUFFER,"glIsRenderbuffer");
  addlookup(GLISSHADER,"glIsShader");
  addlookup(GLISTEXTURE,"glIsTexture");
  addlookup(GLLINEWIDTH,"glLineWidth");
  addlookup(GLLINKPROGRAM,"glLinkProgram");
  addlookup(GLPIXELSTOREI,"glPixelStorei");
  addlookup(GLPOLYGONOFFSET,"glPolygonOffset");
  addlookup(GLREADPIXELS,"glReadPixels");
  addlookup(GLRELEASESHADERCOMPILER,"glReleaseShaderCompiler");
  addlookup(GLRENDERBUFFERSTORAGE,"glRenderbufferStorage");
  addlookup(GLSAMPLECOVERAGE,"glSampleCoverage");
  addlookup(GLSCISSOR,"glScissor");
  addlookup(GLSHADERBINARY,"glShaderBinary");
  addlookup(GLSHADERSOURCE,"glShaderSource");
  addlookup(GLSTENCILFUNC,"glStencilFunc");
  addlookup(GLSTENCILFUNCSEPARATE,"glStencilFuncSeparate");
  addlookup(GLSTENCILMASK,"glStencilMask");
  addlookup(GLSTENCILMASKSEPARATE,"glStencilMaskSeparate");
  addlookup(GLSTENCILOP,"glStencilOp");
  addlookup(GLSTENCILOPSEPARATE,"glStencilOpSeparate");
  addlookup(GLTEXIMAGE2D,"glTexImage2D");
  addlookup(GLTEXPARAMETERF,"glTexParameterf");
  addlookup(GLTEXPARAMETERFV,"glTexParameterfv");
  addlookup(GLTEXPARAMETERI,"glTexParameteri");
  addlookup(GLTEXPARAMETERIV,"glTexParameteriv");
  addlookup(GLTEXSUBIMAGE2D,"glTexSubImage2D");
  addlookup(GLUNIFORM1F,"glUniform1f");
  addlookup(GLUNIFORM1FV,"glUniform1fv");
  addlookup(GLUNIFORM1I,"glUniform1i");
  addlookup(GLUNIFORM1IV,"glUniform1iv");
  addlookup(GLUNIFORM2F,"glUniform2f");
  addlookup(GLUNIFORM2FV,"glUniform2fv");
  addlookup(GLUNIFORM2I,"glUniform2i");
  addlookup(GLUNIFORM2IV,"glUniform2iv");
  addlookup(GLUNIFORM3F,"glUniform3f");
  addlookup(GLUNIFORM3FV,"glUniform3fv");
  addlookup(GLUNIFORM3I,"glUniform3i");
  addlookup(GLUNIFORM3IV,"glUniform3iv");
  addlookup(GLUNIFORM4F,"glUniform4f");
  addlookup(GLUNIFORM4FV,"glUniform4fv");
  addlookup(GLUNIFORM4I,"glUniform4i");
  addlookup(GLUNIFORM4IV,"glUniform4iv");
  addlookup(GLUNIFORMMATRIX2FV,"glUniformMatrix2fv");
  addlookup(GLUNIFORMMATRIX3FV,"glUniformMatrix3fv");
  addlookup(GLUNIFORMMATRIX4FV,"glUniformMatrix4fv");
  addlookup(GLUSEPROGRAM,"glUseProgram");
  addlookup(GLVALIDATEPROGRAM,"glValidateProgram");
  addlookup(GLVERTEXATTRIB1F,"glVertexAttrib1f");
  addlookup(GLVERTEXATTRIB1FV,"glVertexAttrib1fv");
  addlookup(GLVERTEXATTRIB2F,"glVertexAttrib2f");
  addlookup(GLVERTEXATTRIB2FV,"glVertexAttrib2fv");
  addlookup(GLVERTEXATTRIB3F,"glVertexAttrib3f");
  addlookup(GLVERTEXATTRIB3FV,"glVertexAttrib3fv");
  addlookup(GLVERTEXATTRIB4F,"glVertexAttrib4f");
  addlookup(GLVERTEXATTRIB4FV,"glVertexAttrib4fv");
  addlookup(GLVERTEXATTRIBPOINTER,"glVertexAttribPointer");
  addlookup(GLVIEWPORT,"glViewport");
}