我有4个sht,sht1,sht2,sht3和sht4。
我将列E和F从sht 1复制到sht3。然后我查看sht 2中的相应值,并将它们粘贴到sht3中。
然后我在sht3中查看,如果列" G"有" NO&#34 ;;然后我将相应的行复制到sht4。
直到,我已完成编码。我想查看sht4中的E列,并从sht1粘贴相应的ID。有人能说,我怎么能这样做?
EDIT。
在sht3中,只有在F列中有Id时才会填充行。
在少数情况下,我没有列F,意味着没有ID。
所以,我把它们复制到sht4。现在我在sht4,E列填充。我想在sht1中查看这些ID的相关信息。我想要sht1中每一列的信息,除了E。
我知道我们可以使用Offset,但在这种情况下如何使用它, 我试过以下代码
Sub nlookup()
Dim i As Long
Dim totalrows As Long
Dim rng As Range
Sheets("sht1").Select
totalrows = ActiveSheet.UsedRange.Rows.Count
Sheets("sht4").Select
For i = 5 To totalrows
Set rng = Sheets("sht2").UsedRange.Find(Cells(i, 5).Value)
'If it is found put its value on the destination sheet
If Not rng Is Nothing Then
Cells(i, 6).Value = rng.Value
Cells(i, 1).Value = rng.Offset(0, 0).Value
Cells(i, 2).Value = rng.Offset(0, 14).Value
Cells(i, 3).Value = rng.Offset(0, 1).Value
Cells(i, 4).Value = rng.Offset(0, 2).Value
Cells(i, 12).Value = rng.Offset(0, 8).Value
Cells(i, 13).Value = rng.Offset(0, 9).Value
End If
Next
End Sub
设置rng =表格(" sht2")。UsedRange.Find(Cells(i,5).Value),没有必要调查此行,我相信。
答案 0 :(得分:1)
代码将考虑聊天中讨论的以下内容:
sht1
复制到sht4
,同时在两张表格中Column L
和Column E
分别位于sht1
和sht4
sht1
,sht4
,A->A
,B->C
,C->D
,I->L
,从J->M
复制到O->B
的列, sht1
sht4
和Row 5
中的数据分别来自Row 2
和Sub Demo()
Dim srcLastRow As Long, destLastRow As Long
Dim srcWS As Worksheet, destWS As Worksheet
Dim i As Long, j As Long
Application.ScreenUpdating = False
Set srcWS = ThisWorkbook.Sheets("Sht1")
Set destWS = ThisWorkbook.Sheets("Sht4")
srcLastRow = srcWS.Cells(srcWS.Rows.Count, "L").End(xlUp).Row
destLastRow = destWS.Cells(destWS.Rows.Count, "E").End(xlUp).Row
For i = 2 To destLastRow
For j = 5 To srcLastRow
If destWS.Cells(i, "E").Value = srcWS.Cells(j, "L").Value Then
destWS.Cells(i, "A") = srcWS.Cells(j, "A")
destWS.Cells(i, "B") = srcWS.Cells(j, "O")
destWS.Cells(i, "C") = srcWS.Cells(j, "B")
destWS.Cells(i, "D") = srcWS.Cells(j, "C")
destWS.Cells(i, "L") = srcWS.Cells(j, "I")
destWS.Cells(i, "M") = srcWS.Cells(j, "J")
End If
Next j
Next i
Application.ScreenUpdating = True
End Sub
var canvas1;
var texture1;
var image;
var shaderProgram;
var vertex_buffer;
var texture_buffer;
var aVertLocation;
var aTexLocation;
var vertices = [];
var texCoords = [];
var gl;
var gl2;
var canvas2;
var texture2;
var shaderProgram2;
var vertex_buffer2;
var texture_buffer2;
var index_Buffer2;
var aVertLocation2;
var aTexLocation2;
var vertices2 = [];
var texCoords2 = [];
indices = [0, 1, 2, 0, 2, 3];
vertices = [-1, -1, 1, -1, 1, 1, -1, 1];
texCoords = [0, 0, 1, 0, 1, 1, 0, 1];
function initApp()
{
initWebGL();
image = new Image();
image.onload = function(){
render();
render2();
}
image.crossOrigin = '';
image.src = 'https://i.imgur.com/ZKMnXce.png';
}
function initWebGL()
{
canvas1 = document.getElementById('glCanvas1');
gl = canvas1.getContext('webgl');
/*====================== Shaders =======================*/
// Vertex shader source code
var vertCode =
'attribute vec2 coordinates;' +
'attribute vec2 aTexCoord;' +
'varying highp vec2 vTexCoord;' +
'void main(void) {' +
'gl_Position = vec4(coordinates,1.0,1.0);' +
'vTexCoord = aTexCoord;' +
'}';
var vertShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertShader, vertCode);
gl.compileShader(vertShader);
//fragment shader source code
var fragCode =
'uniform sampler2D texture;' +
'varying highp vec2 vTexCoord;' +
'void main(void) {' +
' gl_FragColor = texture2D(texture, vTexCoord);' +
'}';
var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragShader, fragCode);
gl.compileShader(fragShader);
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertShader);
gl.attachShader(shaderProgram, fragShader);
gl.deleteShader( vertShader );
gl.deleteShader( fragShader );
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
aVertLocation = gl.getAttribLocation(shaderProgram, "coordinates");
aTexLocation = gl.getAttribLocation(shaderProgram, "aTexCoord");
vertex_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
gl.enableVertexAttribArray(aVertLocation);
gl.vertexAttribPointer(aVertLocation, 2, gl.FLOAT, false, 0, 0);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
texture_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texture_buffer);
gl.enableVertexAttribArray(aTexLocation);
gl.vertexAttribPointer(aTexLocation, 2, gl.FLOAT, false, 0, 0);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texCoords), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
index_buffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, index_buffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
texture1 = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture1);
gl.uniform1i( gl.getUniformLocation( shaderProgram, 'texture' ), 0 );
gl.bindTexture(gl.TEXTURE_2D, null);
//==========================================================//
canvas2 = document.getElementById('glCanvas2');
gl2 = canvas2.getContext('webgl');
var vertShader2 = gl2.createShader(gl2.VERTEX_SHADER);
var fragShader2 = gl2.createShader(gl2.FRAGMENT_SHADER);
gl2.shaderSource(vertShader2, vertCode);
gl2.shaderSource(fragShader2, fragCode);
gl2.compileShader(vertShader2);
gl2.compileShader(fragShader2);
shaderProgram2 = gl2.createProgram();
gl2.attachShader(shaderProgram2, vertShader2);
gl2.attachShader(shaderProgram2, fragShader2);
gl2.deleteShader( vertShader2 );
gl2.deleteShader( fragShader2 );
gl2.linkProgram(shaderProgram2);
gl2.useProgram(shaderProgram2);
aVertLocation2 = gl2.getAttribLocation(shaderProgram2, "coordinates");
aTexLocation2 = gl2.getAttribLocation(shaderProgram2, "aTexCoord");
vertex_buffer2 = gl2.createBuffer();
gl2.bindBuffer(gl2.ARRAY_BUFFER, vertex_buffer2);
gl2.enableVertexAttribArray(aVertLocation2);
gl2.vertexAttribPointer(aVertLocation2, 2, gl2.BYTE, false, 0, 0);
gl2.bufferData(gl2.ARRAY_BUFFER, new Float32Array(vertices), gl2.STATIC_DRAW);
gl2.bindBuffer(gl2.ARRAY_BUFFER, null);
texture_buffer2 = gl2.createBuffer();
gl2.bindBuffer(gl2.ARRAY_BUFFER, texture_buffer2);
gl2.enableVertexAttribArray(aTexLocation2);
gl2.vertexAttribPointer(aTexLocation, 2, gl2.BYTE, false, 0, 0);
gl2.bufferData(gl2.ARRAY_BUFFER, new Float32Array(texCoords), gl2.STATIC_DRAW);
gl2.bindBuffer(gl2.ARRAY_BUFFER, null);
index_buffer2 = gl2.createBuffer();
gl2.bindBuffer(gl2.ELEMENT_ARRAY_BUFFER, index_buffer2);
gl2.bufferData(gl2.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl2.STATIC_DRAW);
gl2.bindBuffer(gl2.ELEMENT_ARRAY_BUFFER, null);
texture2 = gl2.createTexture();
gl2.bindTexture(gl2.TEXTURE_2D, texture2);
gl2.uniform1i( gl2.getUniformLocation( shaderProgram2, 'texture' ), 0 );
gl2.bindTexture(gl2.TEXTURE_2D, null);
}
function updateTexture()
{
gl.bindTexture(gl.TEXTURE_2D, texture1);
gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
}
function render()
{
if ( !shaderProgram ) return;
updateTexture();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
gl.bindTexture(gl.TEXTURE_2D, texture1);
gl.enableVertexAttribArray(aVertLocation);
gl.enableVertexAttribArray(aTexLocation);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, index_buffer)
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
gl.disableVertexAttribArray(aVertLocation);
gl.disableVertexAttribArray(aTexLocation);
}
function updateTexture2()
{
gl2.bindTexture(gl2.TEXTURE_2D, texture2);
gl2.texImage2D(gl2.TEXTURE_2D, 0, gl2.RGBA, gl2.RGBA, gl2.UNSIGNED_BYTE, canvas1);
gl2.texParameteri(gl2.TEXTURE_2D, gl2.TEXTURE_MAG_FILTER, gl2.LINEAR);
gl2.texParameteri(gl2.TEXTURE_2D, gl2.TEXTURE_MIN_FILTER, gl2.LINEAR);
gl2.texParameteri(gl2.TEXTURE_2D, gl2.TEXTURE_WRAP_S, gl2.CLAMP_TO_EDGE);
gl2.texParameteri(gl2.TEXTURE_2D, gl2.TEXTURE_WRAP_T, gl2.CLAMP_TO_EDGE);
gl2.generateMipmap(gl2.TEXTURE_2D);
gl2.bindTexture(gl2.TEXTURE_2D, null);
}
function render2()
{
if ( !shaderProgram2 ) return;
updateTexture2();
gl2.clearColor(0.0, 0.0, 0.0, 1.0);
gl2.clear( gl2.COLOR_BUFFER_BIT | gl2.DEPTH_BUFFER_BIT );
gl2.bindTexture(gl2.TEXTURE_2D, texture2);
gl2.enableVertexAttribArray(aVertLocation2);
gl2.enableVertexAttribArray(aTexLocation2);
gl2.bindBuffer(gl2.ELEMENT_ARRAY_BUFFER, index_buffer2);
gl2.drawElements(gl2.TRIANGLES, 6, gl2.UNSIGNED_SHORT,0);
gl2.disableVertexAttribArray(aVertLocation2);
gl2.disableVertexAttribArray(aTexLocation2);
}
document.addEventListener('DOMContentLoaded', initApp);
答案 1 :(得分:0)
为什么不使用Cells(i, 4).Value = rng.Cells(i, 6).Value
?
还要摆脱.Select
Sub nlookup()
dim sht as Worksheet
Dim i As Long
Dim totalrows As Long
Dim rng As Range
totalrows = Sheets("sht1").UsedRange.Rows.Count
Set sht = Worksheets("sht4")
For i = 5 To totalrows
Set rng = Sheets("sht2").UsedRange.Find(sht.Cells(i, 5).Value)
'If it is found put its value on the destination sheet
If Not rng Is Nothing Then
sht.Cells(i, 6).Value = rng.Value
sht.Cells(i, 1).Value = rng.Cells(i, 1).Value
sht.Cells(i, 2).Value = rng.Cells(i, 16).Value
sht.Cells(i, 3).Value = rng.Cells(i, 4).Value
sht.Cells(i, 4).Value = rng.Cells(i, 6).Value
sht.Cells(i, 12).Value = rng.Cells(i, 20).Value
sht.Cells(i, 13).Value = rng.Cells(i, 22).Value
End If
Next
End Sub