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https://w.atwiki.jp/bemani2sp/pages/3989.html
GENRE TITLE ARTIST bpm notes CLEAR RATE HYPER TECHNO Burning Flame AJURIKA feat.SAK. 165 1470 n%(yyyy/mm/dd) 攻略・コメント 序盤に急に不規則な皿が来るので注意 -- 名無しさん (2021-01-29 16 45 53) 難以上は前半の皿地帯に注意、中盤以降はいたって普通の☆11 -- 名無しさん (2021-01-29 18 51 24) 皿地帯は鍵盤がほとんど無いが、終わり際に急に35トリルが出てくるのでゲージがギリギリだとトドメを刺されるかも -- 名無しさん (2021-02-01 20 57 21) エクハは前半の皿地帯よりもその後に来る皿複合地帯に注意 -- 名無しさん (2021-02-05 18 56 21) R乱でフルコン。連皿地帯の35トリルを非皿側に寄せると楽。開幕が13皿→5なので当たり判別も簡単 -- 名無しさん (2021-02-11 16 57 43) 穴クエや青雨はできても、これはマジで出来ない -- 名無しさん (2023-10-14 05 31 00) ↑譜面属性違うのにAround The Galaxy穴でも同じこと書いてたけど何がしたいの? -- 名無しさん (2023-10-14 18 46 36) とりあえず正規系ど安定。stylusが近いからそれとかで練習しては。 -- 名無しさん (2023-10-15 07 41 50) 九段では弱すぎる、八段ボスでも弱い。 -- 名無しさん (2023-10-15 14 24 37) 名前 コメント
https://w.atwiki.jp/towerunitejp/pages/43.html
Minigolf Altitude 空中に浮かぶ岩場の上にあるグリーンを辿っていくコース。 ショートカットが比較的少なく、地道なラウンドが求められるコースである。 Front9(Hole1-9) Front9 1 2 3 4 5 6 7 8 9 Par 2 3 4 3 4 5 5 4 4 1 - Flying Lessons 2 - No Indication 3 - Nature s Journey 4 - Cloudy Hills 5 - Air Ship Blockade 6 - Taxiway 7 - Uphill Struggle 8 - Aerobatics 9 - Diversion Back9(Hole10-18) Back9 10 11 12 13 14 15 16 17 18 Par 4 3 3 3 4 5 4 3 5 10 - End of the Runway 11 - Takeoff 12 - Turbulence 13 - Around the world 14 - Cross Winds 15 - Go East 16 - Crash Landing 17 - Glide 18 - Cross Winds
https://w.atwiki.jp/techsure/pages/34.html
このページはhttp //www.vgleaks.com/durango-cpu-overview/からの引用です 作業中・・・ Durango CPU Overview TheDurangoCPU brings a host of modern micro-architectural performance features to console development. With Durango, a familiar instruction set architecture and high performance silicon mean developers can focus effort on content and features, not micro-optimization. The trend towards more parallel power continues in this hardware; so, an effective strategy for multi-core computing is more important than ever. Architectural Overview The Durango CPU is structured as two modules. A module contains four x64 cores, each running a single thread at 1.6 GHz. Each core contains a 32 KB instruction cache (I-cache) and a 32 KB data cache (D-cache), and the 4 cores in each module share a 2 MB level 2 (L2) cache. In total, the modules have 8 hardware threads and 4 MB of L2. The architecture is little-endian. Four cores communicate with the module’s L2 via the L2 Interface (L2I), and with the other module and the rest of the system (including main RAM) via the Core Communication Interface (CCI) and the North Bridge. Caches The caches can be summarized as shown in the following table. Cache Policy Ways Set Size Line Size Sharing L1 I Read only 2 256 64 bytes Dedicated to 1 core L1 D Write-allocate, write-back 8 64 64 bytes Dedicated to 1 core L2 Write-allocate, write-back, inclusive 16 2048 64 bytes Shared by module The 4 MB of L2 cache is split into two parts, one in each module. On an L2 miss from one module, the hardware checks if the required line is resident in the other module—either in its L2 only, or any of its cores’ L1 caches. Checking and retrieving data from the other module’s caches is quicker than fetching it from main memory, but this is still much slower than fetching it from the local L1 or L2. This makes choice of core and module very important for processes that share data. Memory access result Cycles Notes L1 hit 3 Required line is in this core’s L1 L2 hit 17 Required line is in this module’s L2 Remote L2 hit, remote L1 miss 100 Required line is in the other module’s L2 Remote L2 hit, remote L1 hit 120 Required line is in the other module’s L2 in remote core’s L1 Local L2 miss, remote L2 miss 144-160 Required line is not resident in any cache; load from memory Both L1 and L2 caches have hardware prefetchers that automatically predict the next line required, based on the stream of load/store addresses generated so far. The prefetchers can derive negative and positive strides from multiple address sequences, and can make a considerable difference to performance. While the x64 instruction set has explicit cache control instructions, in many situations the prefetcher removes the need to manually insert these. The Durango CPU does not support line or way locking in either L1 or L2, and has no L3 cache. This document does not cover memory paging or translation lookaside buffers (TLBs) on the cores. Instruction Set Architecture The cores execute the x64 instruction set (also known as x86-64 or AMD64); this instruction set will be familiar to developers working on AMD or Intel based architectures, including that of desktop computers running Windows. x64 is a 64-bit extension to 32-bit x86 , which is a complex instruction set computer (CISC) with register-memory, variable instruction length, and a long history of binary backward compatibility; that is, some instruction encodings have not changed since the 16-bit Intel 8086. The x64 architecture requires SSE2 support, and Visual Studio makes exclusive use of SSE instructions for all floating-point operations. x64 deprecates older instruction sets x87, Intel MMX®, and AMD 3DNow!®. x64 supports the following instruction set extensions SIMD/vector instructions SSE up to SSE4.2 (including SSSE3 for packing and SSE4a), and AVX F16C half-precision float conversion BMI bit shifting and manipulation AES+CLMULQDQ cryptographic function support XSAVE extended processor state save MOVBE byte swapping/permutation VEX prefixing Permits use of 256-bit operands in support of AVX instructions LOCK prefix modifies selected integer instructions to be system-wide atomic The cores do not support XOP, AVX2, or FMA3/4 (fused multiply-add). Architecturally, the cores each have sixteen 64-bit general purpose registers, eight 80-bit floating point registers, and sixteen 256-bit vector/SIMD registers. The 80-bit floating point registers are part of x87 legacy support. Performance Durango CPU cores run at 1.6 GHz; this is half the clock rate of theXbox 360’s cores. Because of this, it is tempting to assume that the Xbox 360’s cores might outperform Durango’s cores. However, this is emphatically not true, for the reasons described in the following sections. Sub-ISA Parallelism and Micro-Operations Like most recent high-performance x64 processors, the cores do not execute the x64 instruction set natively; instead, internally instructions are decoded into micro-operations, which the processor executes. This translation provides opportunities to parallelize beyond traditional superscalar execution. Durango CPU cores have dual x64 instruction decoders, so they can decode two instructions per cycle. On average, an x86 instruction is converted to 1.7 micro-operations, and many common x64 instructions are converted to 1 micro-operation. In the right conditions, the processor can simultaneously issue six micro-operations a load, a store, two ALU, and two vector floating point. The core has corresponding pipelines two identical 64-bit ALU pipelines, two 128-bit vector float pipelines (one with float multiply, one with float add), one load pipeline, and one store pipeline. A core can retire 2 micro-operations a cycle. Out of Order Execution Xbox 360 CPU cores execute in-order (also calledprogram order)the instructions in exactly the order the compiler laid them out. The Xbox 360 CPU has no opportunity to anticipate and avoid stalls caused by dependencies in the incoming instruction stream, and no compiler can eliminate all possible pipeline issues. In contrast, the Durango CPU cores execute fully out of order (OOO), also calleddata order, since execution order is determined by data dependencies. This means the processor is able, while executing a sequence of instructions, to re-order the micro-operations (notthe x64 instructions) via an internal 64-entry re-order buffer (ROB). This improves performance by Starting loads and stores as early as possible to avoid stalls. Executing instructions in data-dependency order. Fetching instructions from branch destination as soon as the branch address is resolved. Register Renaming A low count of registers can cause execution of instructions to be unnecessarily serialized. Similar in concept to translating x64 instructions to micro-operations, register names used in the x64 instruction stream are not used as is, but are instead renamed to point at entries in a large internal physical register file (PRF)—Durango cores have a 64-entry, 64-bit, general-purpose PRF and a 72-entry, 128-bit, vector float PRF. With renaming, the processor can disentangle serialization by register name alone, and to get better throughput, it can push independent micro-operations to earlier positions in the execution order via OOO. Speculative Execution Instruction streams can be regarded as being divided into basic blocks of non-branching code by branches. CPUs with deep pipelines execute basic blocks efficiently, but they face performance challenges around conditional branches. The simplest approach—stall until the conditional is determined and the branch direction is known—results in poor performance. The Durango CPU is able to fetch ahead and predict through multiple conditional branches and hold multiple basic blocks in its re-order buffer, effectively executing ahead through the code from predicted branch outcomes. This is made possible via the core tracking which registers in the PRF represent speculative results—that is, those from basic blocks that are not currently certain to be executed. Once a branch direction is determined, if the core predicted the branch direction correctly, results from that basic block are marked as valid. If the core mispredicted, speculative results (which may include many basic blocks) are discarded, and fetching and execution then begins from the correct address. Store Forwarding With in-order execution, a store to memory followed shortly by a load from the same location can cause a stall while the contents of memory (usually via an L1 line) are updated; the stall ensures that the load gets the correct result, rather than a stale value. On Xbox 360, this commonly encountered penalty is called Load-Hit-Store. On Durango, the cores have store-forwarding hardware to deal with this situation. This hardware monitors the load store queue, looking for memory accesses with the same size and address; when it finds a match, it can short-cut the store and subsequent load via the physical register file, and thereby avoid significant pipeline stalls. Highly Utilized Out of Order Load Store Engine A Durango core is able to drive its load store unit at around 80-90% capacity,even on typical code, because the combination of OOO, register renaming, and store forwarding massively reduces pipeline flushes and stalls, permitting highly effective use of L1 bandwidth. This improvement is partly the result of the load store unit being able to reorder independent memory accesses to avoid data hazards loads can be arbitrarily re-ordered, and stores may bypass loads, but stores cannot bypass other stores. By contrast, the load store hardware in the Xbox 360 is utilized at about 15% capacity on typical code, due to the many pipeline bubbles from in-order execution on the cost-reduced PowerPC cores. In conjunction with pipeline issues, the major factors in the Xbox 360’s throughput being as low as 0.2 instructions per cycle (IPC) are L1 miss, L2 miss, and waiting for data from memory. Cache Performance The Durango CPU uses 64-byte cache lines, which makes a process less likely to waste bandwidth loading unneeded data. On Xbox 360, ensuring effective use of cache lines for 128-byte lines can be tricky. While a Durango core’s L1 data cache is the same size as on Xbox 360, it is not shared between two hyper threads, and it has better set associativity. L2 is effectively three times the size, for each hardware thread, and it has better associativity 512 KB per hardware thread on Durango versus approximately 170 KB per hardware thread on Xbox 360. L1 and L2 bandwidth will be more efficiently utilized on an automatic basis via prefetching, smaller cache lines, register renaming, OOO, and store forwarding. Advanced Branch Predictor Effective branch prediction increases the likelihood that speculative execution will execute the right code path. The Durango CPU cores have an advanced dynamic branch predictor, able to predict up to 2 branches per cycle. Rather than a branchdirection, an actual branchaddressis predicted, meaning the instruction fetch unit can speculatively fetch instructions without waiting for resolution of the branch instruction dependencies and the resultant target. The first-level sparse predictor stores information about the branch target for the first two branches in a cache line, hashed by line address in 4 KB of storage. The sparse information also indicates if more than 2 branches are present in that line, and indexes into a second-level dense predictor, by using a 4-KB set-associative cache of prediction information for branches in 8-byte chunks. A branch target address calculator checks relative branch predictions as early as possible in the pipeline to permit discarding incorrectly fetched instructions. In addition, the prediction unit contains a 16-entry call/return stack and a 32-entry out-of-page address predictor.
https://w.atwiki.jp/japanesehiphop/pages/2032.html
Format Title Artist Label Model Number Release Press 12 FL × OILWORKS LIMITED EP(picture) OLIVE OIL FUTURA LABORATORIES,OILWORKS OIL-001.FLOIL-001 2009/12/26 150 Side Track Title Produce A 1 BLACK PURPLE INTRO OLIVE OIL 2 TENJIN TEMPLE OLIVE OIL 3 PDR BREAK OLIVE OIL 4 PIANITY feat.INDEN OLIVE OIL 5 SUGARCANE FESTIVAL OLIVE OIL 6 NO U TENKI OLIVE OIL B 7 CRAZYMAN OLIVE OIL 8 RICH HEALTHY OLIVE OIL 9 NISHITETSY CHERRY OLIVE OIL 10 M.I.O-CHING OLIVE OIL 11 WIZOUT MESSAGE OLIVE OIL PERTAIN CD Spring Break
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Turney SS 紹介 【ニックネーム】 タニオ、ツーニー 【役職】 雑用係→そろそろ雑用係引退を・・・ 【メイン武器】 ちんこ 【好きな武器】 Gカップ 【嫌いな武器】 Aカップ 【得意マップ】 顔面騎乗位 【苦手マップ】 貧乳 【マウス感度】 ちんこの感度はMAXです 【IN率】 奥までINしないと気が済まない 【芋率】 俺のちんこはさつまいも並だぜ 【FPS歴】 童貞です 【年齢】 ロリから熟女までいけます 【好きなAV女優】Rio、麻美ゆま、初音みのり、とにかく爆乳 スペック OS Windows Vista CPU Core 2 Duo E6320 メモリ 3GB グラボ GeForce GT 220 マウス 付属品やで マウスパッド 100円均一のものやで キーボード 付属品やで ヘッドセット ELECOM HS-EP02U メッセージ 平成のエロ伝道師とは俺のことだよ 小3の女の子を犯しちゃってさ このまえ刑務所からでてきたんだ 精力もりもりだぜ!!!!!
https://w.atwiki.jp/mccc/pages/34.html
ComputerCraftにTurtleアップグレードを追加するModの製作について解説する。 対象:Minecraft Forgeを利用して独自のレシピを追加できるようなModding初級者以上。 参考資料: Minecraft Midding Wikiチュートリアル一覧 MinecraftForgeUniversal ComputerCraft Forums Peripherals and Turtle UpgradesCreating Peripherals and Turtle Upgrades ComputerCraft Wiki Turtle Upgrade IDs Minecraft Forge Tutorials 執筆時のバージョン: ComputerCraft 1.53 for Minecraft 1.5.2 Turtleアップグレード追加Modの概要アップグレードの実装 アップグレードのタイプ アップグレードID 基本的なTurtleアップグレード追加Modの例BasicUpgrades.java TurtleBasicTool.java TurtleBasicPeripheral.java PeripheralTurtleBasicPeripheral.java Turtleアップグレード追加Modの概要 Turtleアップグレードとは、Digging TurtleやCrafty Turtleのように、Turtleにアイテムやブロックを装着(クラフト)することによって機能を追加することができるシステムである。 アップグレードの実装 TurtleアップグレードはITurtleUpgradeインターフェイスの実装クラスとして機能を実装し、その実装クラスをComputerCraftに登録することによってTurtleに装着できるようになる。機能追加に関するAPIも用意されているため、簡単に作ることができる。 アップグレードのタイプ Turtleアップグレードには以下の2タイプがある。 turtle.digやturtle.attackで作動するToolタイプ(例:ダイヤシャベルでDigging Turtle) Peripheral APIで作動するPeripheralタイプ(例:作業台でCrafty Turtle) Turtleアップグレードを製作するときは、どちらか一方のタイプを選択する必要がある。今のところ1つのTurtleには、1つのToolタイプと1つのPeripheralタイプ、または2つのPeripheralタイプを装着することができる(例:ダイヤクワ(Tool)とWireless Modem(Peripheral)でWireless Farming Turtle)。 アップグレードID Turtleアップグレードには他のTurtleアップグレードと重複しないID番号を割り当てる必要がある。Mod製作者が割り当て可能なIDの範囲は【-1.52】では64~255、【1.53-】では64~32767である。既に配布されているModが使用しているTurtleアップグレードIDはComputerCraft Wikiで確認することができる。 基本的なTurtleアップグレード追加Modの例 ToolタイプとPeripheralタイプのTurtleアップグレードを追加する。 このサンプルは以下の4クラスからなる。 BasicUpgrades TurtleBasicTool TurtleBasicPeripheral PeripheralTurtleBasicPeripheral 簡略化のためProxyシステムは利用していない。 なお、このサンプルmodの前提modは【MinecraftForge】と【ComputerCraft】である。 BasicUpgrades.java Modのメインクラス。@ModアノテーションによりForgeModLoaderにロードされる。 package sample.upgrade; import net.minecraftforge.common.Configuration; import net.minecraftforge.common.Property; import cpw.mods.fml.common.Loader; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.event.FMLInitializationEvent; import cpw.mods.fml.common.event.FMLPreInitializationEvent; import cpw.mods.fml.common.network.NetworkMod; import dan200.turtle.api.TurtleAPI; @Mod(modid="BasicUpgrades", name="BasicUpgrades", version="0.0.0", dependencies="after CCTurtle") @NetworkMod(clientSideRequired=true, serverSideRequired=false) public class BasicUpgrades { public static int basicToolUpgradeID; public static int basicPeripheralUpgradeID; @Mod.PreInit public void preInit(FMLPreInitializationEvent event) { Property Prop; Configuration cfg = new Configuration(event.getSuggestedConfigurationFile()); cfg.load(); Prop = cfg.get("upgrade", "basicToolUpgradeID", 110); basicToolUpgradeID = Prop.getInt(); Prop = cfg.get("upgrade", "basicPeripheralUpgradeID", 111); basicPeripheralUpgradeID = Prop.getInt(); cfg.save(); } @Mod.Init public void init(FMLInitializationEvent event) { TurtleAPI.registerUpgrade(new TurtleBasicTool()); TurtleAPI.registerUpgrade(new TurtleBasicPeripheral()); } } @Modアノテーションを付加したクラスがForge Mod Loaderにロードされる。ここでModの情報も登録している。特筆すべきはdependencies="after CCTurtle"という値で、これはこのModをComputerCraftよりも後に読み込ませる効果がある。 @Mod.PreInitアノテーションを付加したメソッドpreInit(@Mod.Initメソッドの前に呼び出される)でコンフィグファイルを読み込み、TurtleアップグレードIDのブロックIDを取得している。ToolアップグレードIDのデフォルト値は110、PeripheralアップグレードIDのデフォルト値は111。 @Mod.Initアノテーションを付加したメソッドinit(初期化時に呼び出される)でComputerCraftにTurtleアップグレードを登録している。TurtleアップブレードのクラスをTurtleAPI.registerUpgrade()で登録することにより、そのTurtleアップグレードがゲーム中で使用可能になる。 TurtleBasicTool.java ITurtleUpgradeの実装クラスでToolタイプのTurtleアップグレードを実装している。このクラスで、アップグレードをTurtleに装着するためのアイテム(装着レシピはComputerCraftによる自動追加)や、装着後の外観、採掘・攻撃時の動作などを指定することができる。 このサンプルでは、簡単な採掘と攻撃ができるようになっている。 package sample.upgrade; import java.util.ArrayList; import java.util.Iterator; import net.minecraft.block.Block; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.util.Facing; import net.minecraft.util.Icon; import net.minecraft.util.Vec3; import net.minecraft.world.World; import dan200.computer.api.IHostedPeripheral; import dan200.turtle.api.ITurtleAccess; import dan200.turtle.api.ITurtleUpgrade; import dan200.turtle.api.TurtleSide; import dan200.turtle.api.TurtleUpgradeType; import dan200.turtle.api.TurtleVerb; public class TurtleBasicTool implements ITurtleUpgrade { public ItemStack upgradeItem = new ItemStack(Item.pickaxeGold); @Override public int getUpgradeID() { return BasicUpgrades.basicToolUpgradeID; } @Override public String getAdjective() { return "Tool"; } @Override public TurtleUpgradeType getType() { return TurtleUpgradeType.Tool; } @Override public ItemStack getCraftingItem() { return upgradeItem; } @Override public boolean isSecret() { return false; } @Override public IHostedPeripheral createPeripheral(ITurtleAccess turtle, TurtleSide side) { return null; } @Override public boolean useTool(ITurtleAccess turtle, TurtleSide side, TurtleVerb verb, int direction) { switch( verb ) { case Dig return dig(turtle, direction); case Attack return attack(turtle, direction); } return false; } private boolean dig(ITurtleAccess turtle, int dir) { World world = turtle.getWorld(); Vec3 position = turtle.getPosition(); if (position == null) { return false; } int newX = (int)position.xCoord + Facing.offsetsXForSide[dir]; int newY = (int)position.yCoord + Facing.offsetsYForSide[dir]; int newZ = (int)position.zCoord + Facing.offsetsZForSide[dir]; if ( (newY 0) || (newY = world.getHeight()) ) { return false; } int blockID = world.getBlockId(newX, newY, newZ); Block block = Block.blocksList[blockID]; if ( (blockID == 0) || (blockID == Block.bedrock.blockID) || (block.getBlockHardness(world, newX, newY, newZ) = -1.0F) ) { return false; } int matadata = world.getBlockMetadata(newX, newY, newZ); ArrayList items = block.getBlockDropped(world, newX, newY, newZ, matadata, 0); Iterator it = items.iterator(); while (it.hasNext()) { ItemStack item = (ItemStack)it.next(); if ( !turtle.storeItemStack(item) ) { int[] oppositeSide = { 1, 0, 3, 2, 5, 4 }; if ( !turtle.dropItemStack(item, oppositeSide[turtle.getFacingDir()]) ) { turtle.dropItemStack(item, turtle.getFacingDir()); } } } world.playAuxSFX(2001, newX, newY, newZ, blockID + matadata * 4096); world.setBlock(newX, newY, newZ, 0, 0, 3); return true; } private boolean attack(ITurtleAccess turtle, int dir) { return turtle.attackWithItemStack(new ItemStack(Item.swordDiamond), dir, 2.0F); } @Override public Icon getIcon(ITurtleAccess turtle, TurtleSide side) { return upgradeItem.getIconIndex(); } } TurtleアップグレードIDはgetUpgradeIDの戻り値で指定する。このサンプルでは前述の@MODクラスBasicUpgradesのメンバー変数から取得して指定している。アップグレードのタイプはenum TurtleUpgradeTypeの列挙子でToolを指定。装着したTurtleに付く形容詞は"Tool"を指定(つまり"Tool Turtle"になる)。クラフトに必要なアイテムと装着したアップグレードの外観は金のツルハシ。Toolタイプなので無用なcreatePeripheralではnullを返す。 Toolタイプの本領はuseToolによって発揮される。このサンプルではverbの種類(DigかAttackか)で分岐させた後、それぞれ別のメンバー関数(digとattack)に処理させている。 dig Turtleに採掘させる場合、採掘に必要な処理そのものを書く必要がある。 まず、useToolから得たITurtleAccess turtleによりTurtleの座標を得て、その座標と採掘する方向dirから採掘すべきブロックの座標と種類、メタデータを取得する。次に、採掘すべきブロックが採掘できるか(高度、種類)を調べる。採掘可能だった場合は採掘して得られるアイテムを取得し、スロットに入りきらなかった場合はドロップする。最後に採掘の効果音を鳴らし、採掘したブロックを消す(空気ブロックにする)。 attack 採掘処理が難しい一方で、攻撃は専用メソッドが用意されているため簡単である。このサンプルではダイヤソードの2倍の攻撃力14(ハート7個分)でdir方向を攻撃する。 ちなみに、それぞれのverdは単にTurtle側のturtle.dig()とturtle.attack()で呼び出されるというだけで、必ずしもTurtleが採掘や攻撃を行わなければならないという訳ではない。 TurtleBasicPeripheral.java ITurtleUpgradeの実装クラスでPeripheralタイプのTurtleアップグレードを実装している。 package sample.upgrade; import net.minecraft.block.Block; import net.minecraft.item.ItemStack; import net.minecraft.util.Icon; import dan200.computer.api.IHostedPeripheral; import dan200.turtle.api.ITurtleAccess; import dan200.turtle.api.ITurtleUpgrade; import dan200.turtle.api.TurtleSide; import dan200.turtle.api.TurtleUpgradeType; import dan200.turtle.api.TurtleVerb; public class TurtleBasicPeripheral implements ITurtleUpgrade { public ItemStack upgradeItem = new ItemStack(Block.stone, 1, 0); @Override public int getUpgradeID() { return BasicUpgrades.basicPeripheralUpgradeID; } @Override public String getAdjective() { return "Peripheral"; } @Override public TurtleUpgradeType getType() { return TurtleUpgradeType.Peripheral; } @Override public ItemStack getCraftingItem() { return upgradeItem; } @Override public boolean isSecret() { return false; } @Override public IHostedPeripheral createPeripheral(ITurtleAccess turtle, TurtleSide side) { return new PeripheralTurtleBasicPeripheral(turtle, side); } @Override public boolean useTool(ITurtleAccess turtle, TurtleSide side, TurtleVerb verb, int direction) { return false; } @Override public Icon getIcon(ITurtleAccess turtle, TurtleSide side) { return Block.stoneSingleSlab.getBlockTextureFromSide(0); } } TurtleアップグレードIDはgetUpgradeIDの戻り値で指定する。このサンプルでは前述の@MODクラスBasicUpgradesのメンバー変数から取得して指定している。アップグレードのタイプはenum TurtleUpgradeTypeの列挙子でPeripheralを指定。装着したTurtleに付く形容詞は"Peripheral"を指定(つまり"Peripheral Turtle"になる)。クラフトに必要なアイテムは石ブロック。装着したアップグレードの外観は石ハーフブロックの下面。 Peripheralタイプなので、createPeripheralでは周辺機器の機能を実装したIHostedPeripheralの実装クラスのインスタンスを返す。このサンプルでは、後述のPeripheralTurtleBasicPeripheralのインスタンスを返している。ToolタイプではないのでuseToolは呼び出されない。 PeripheralTurtleBasicPeripheral.java IHostedPeripheralの実装クラスでPeripheralタイプのアップグレードの周辺機器としての動作を実装している。IHostedPeripheralはIPeripheralのサブインターフェイスである。周辺機器ブロック追加Modも参照のこと。 package sample.upgrade; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.util.Vec3; import dan200.computer.api.IComputerAccess; import dan200.computer.api.IHostedPeripheral; import dan200.turtle.api.ITurtleAccess; import dan200.turtle.api.TurtleSide; public class PeripheralTurtleBasicPeripheral implements IHostedPeripheral { private ITurtleAccess m_turtle; private IComputerAccess m_computer; private TurtleSide m_side; PeripheralTurtleBasicPeripheral(ITurtleAccess turtle, TurtleSide side) { m_turtle = turtle; m_side = side; } @Override public String getType() { return "turtlebasic"; } @Override public String[] getMethodNames() { return new String[] { "test", "getPosition" }; } @Override public Object[] callMethod( IComputerAccess computer, int method, Object[] arguments ) throws Exception { switch( method ) { case 0 // test if( arguments.length 1 ) { throw new Exception("Expected argument"); } return new Object[] { arguments[0] }; case 1 //getPosition Vec3 pos = m_turtle.getPosition(); if( arguments.length 0 arguments[0] instanceof Boolean true == (Boolean)arguments[0]) { return new Object[] { "Position " + (int)pos.xCoord + ", " + (int)pos.yCoord + ", " + (int)pos.zCoord }; } return new Object[] { Integer.valueOf((int)pos.xCoord), Integer.valueOf((int)pos.yCoord), Integer.valueOf((int)pos.zCoord) }; } return null; } @Override public boolean canAttachToSide(int side) { return true; } @Override public void attach( IComputerAccess computer) { m_computer = computer; System.out.printf("[TurtleBasicPeripheral] Attached to Computer #%d (side %s)\n", m_computer.getID(), m_computer.getAttachmentName() ); } @Override public void detach( IComputerAccess computer ) { System.out.printf("[TurtleBasicPeripheral] Detached from Computer #%d\n", computer.getID() ); } @Override public void update() { } @Override public void readFromNBT(NBTTagCompound nbttagcompound) { } @Override public void writeToNBT(NBTTagCompound nbttagcompound) { } } 周辺機器ブロック追加Modと似たような構成になっているが、以下のような点が違う。 attachはTurtle起動時、detachはattach後のTurtle破壊時に呼び出される(Turtleアップグレードの特徴) attach後に毎Tick呼び出されるupdateが追加されている(IHostedPeripheralの特徴) NBTへデータを読み書きするメソッドが追加されている(IHostedPeripheralの特徴) このサンプルではタートルへのアクセスインターフェイスを取得するために、引数付きのコンストラクタを追加している。これは周辺機器側からタートルへアクセスするのに必要である。また、attach時にTurtle内のComputerのアクセスインターフェイスを取得している。周辺機器ブロックと違い、アップグレード周辺機器に接続するのは装着されたTurtleだけなので、それらは単なるメンバ変数に保存している。 周辺機器のメソッドとして、周辺機器ブロック追加Modのサンプルと同様の"test"と、Turtleの座標を取得する"getPosition"を実装している。getPositionは引数にtrueを指定して呼ばれた時は座標を文字列にして返し、それ以外のときは座標を3つの数値で返す(サンプルではあるが、GPSから考えればチート性能なメソッドである)。
https://w.atwiki.jp/nakamura001/pages/214.html
Shader "Nature/Tree Soft Occlusion Bark" { Properties { _Color ("Main Color", Color) = (1,1,1,0) _MainTex ("Main Texture", 2D) = "white" {} _BaseLight ("Base Light", Range(0, 1)) = 0.35 _AO ("Amb. Occlusion", Range(0, 10)) = 2.4 // These are here only to provide default values _Scale ("Scale", Vector) = (1,1,1,1) _SquashAmount ("Squash", Float) = 1 } SubShader { Tags { "IgnoreProjector"="True" "RenderType" = "TreeOpaque" } Pass { Lighting On CGPROGRAM #pragma vertex bark #pragma fragment frag #pragma glsl_no_auto_normalization #include "SH_Vertex.cginc" sampler2D _MainTex; fixed4 frag(v2f input) COLOR { fixed4 col = input.color; col.rgb *= 2.0f * tex2D( _MainTex, input.uv.xy).rgb; return col; } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } Fog {Mode Off} ZWrite On ZTest LEqual Cull Off Offset 1, 1 CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma glsl_no_auto_normalization #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_shadowcaster #include "UnityCG.cginc" #include "TerrainEngine.cginc" struct v2f { V2F_SHADOW_CASTER; }; struct appdata { float4 vertex POSITION; fixed4 color COLOR; }; v2f vert( appdata v ) { v2f o; TerrainAnimateTree(v.vertex, v.color.w); TRANSFER_SHADOW_CASTER(o) return o; } float4 frag( v2f i ) COLOR { SHADOW_CASTER_FRAGMENT(i) } ENDCG } } SubShader { Tags { "IgnoreProjector"="True" "RenderType" = "TreeOpaque" } Pass { CGPROGRAM #pragma exclude_renderers shaderonly #pragma vertex bark #include "SH_Vertex.cginc" ENDCG Lighting On SetTexture [_MainTex] { combine primary * texture DOUBLE, constant } } } SubShader { Tags { "IgnoreProjector"="True" "RenderType" = "Opaque" } Pass { Tags { "LightMode" = "Vertex" } Lighting On Material { Diffuse [_Color] Ambient [_Color] } SetTexture [_MainTex] { combine primary * texture DOUBLE, constant } } } Dependency "BillboardShader" = "Hidden/Nature/Tree Soft Occlusion Bark Rendertex" Fallback Off }
https://w.atwiki.jp/elvis/pages/6221.html
The Summer Camp Handbook Everything You Need to Find,Choose Get Ready for Overnight Camp - And Skip the Homesickness Perspective Pub? Christopher A., Ph.D. Thurber? Jon C., Ph.D. Malinowski? Mark Scott? PerspectivePub? ChristopherA.,Ph.D.Thurber? JonC.,Ph.D.Malinowski? MarkScott? ユーズドブック(洋書)-Outdoors&Nature ユーズドブック(洋書)-Parenting&Families? ユーズドブック(洋書)-Sports? Subjects-Health,Mind&Body-Relationships? Subjects-Health,Mind&Body-General? Subjects-Outdoors&Nature-OutdoorRecreation-Hiking&Camping-Camping? Subjects-Parenting&Families-FamilyActivities? Subjects-Parenting&Families-Parenting? Subjects-Sports-General? Subjects-Sports-Hiking&Camping-Camping? Surviving the Storm Coastal and Offshore Tactics Beowulf Pub Co? Steve Dashew? Linda Dashew? BeowulfPubCo? SteveDashew? LindaDashew? ユーズドブック(洋書)-Outdoors&Nature ユーズドブック(洋書)-Sports? Subjects-Outdoors&Nature-OutdoorRecreation-Hiking&Camping-Walking? Subjects-Outdoors&Nature-Environment-Weather? 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Subjects-Travel-Reference&Tips-Food&Lodging-Parks&Campgrounds? Subjects-Travel-UnitedStates-States-California-Yosemite? Missing in the Minarets The Search for Walter A. Starr, Jr. Yosemite Assn? William Alsup? YosemiteAssn? WilliamAlsup? ユーズドブック(洋書)-Outdoors&Nature ユーズドブック(洋書)-Sports? Subjects-History-Americas-UnitedStates-State&Local-West? Subjects-Outdoors&Nature-OutdoorRecreation-Mountaineering&Climbing-General? Subjects-Outdoors&Nature-OutdoorRecreation-Mountaineering&Climbing-MountainClimbing? Subjects-Sports-Mountaineering-General? Subjects-Sports-Mountaineering-MountainClimbing? Subjects-Sports-General? The Complete Guidebook to Yosemite National Park (Complete Guidebook to Yosemite National Park) Yosemite Assn? Steven P. Medley? YosemiteAssn? StevenP.Medley? ユーズドブック(洋書)-Outdoors&Nature ユーズドブック(洋書)-Sports? Subjects-Outdoors&Nature-OutdoorRecreation-Hiking&Camping-Parks&Campgrounds? Subjects-Sports-Hiking&Camping-Parks&Campgrounds? Subjects-Travel-Reference&Tips-Food&Lodging-Parks&Campgrounds? Subjects-Travel-UnitedStates-States-California-General? Subjects-Travel-UnitedStates-States-California-Yosemite? The Complete Guidebook to Yosemite National Park (Complete Guidebook to Yosemite National Park) Yosemite Assn? Steven P. Medley? YosemiteAssn? StevenP.Medley? ジャンル別? ユーズドブック(洋書)-Outdoors&Nature ユーズドブック(洋書)-Sports? Subjects-Outdoors&Nature-OutdoorRecreation-Hiking&Camping-Parks&Campgrounds? Subjects-Sports-Hiking&Camping-Parks&Campgrounds? Subjects-Travel-Reference&Tips-Food&Lodging-Parks&Campgrounds? Subjects-Travel-UnitedStates-States-California-General? Subjects-Travel-UnitedStates-States-California-Yosemite? Missing in the Minarets The Search for Walter A. Starr, Jr. Yosemite Association? William Alsup? YosemiteAssociation? WilliamAlsup? ユーズドブック(洋書)-Outdoors&Nature ユーズドブック(洋書)-Sports? Subjects-Outdoors&Nature-OutdoorRecreation-Mountaineering&Climbing-General? Subjects-Outdoors&Nature-OutdoorRecreation-Mountaineering&Climbing-MountainClimbing? Subjects-Sports-Mountaineering-General? Subjects-Sports-Mountaineering-MountainClimbing? Subjects-History-HistoricalStudy-Essays? Dinosaurios Al Atardecer/dinosaurs Before Dark (Casa del Arbol) Lectorum Pubns Inc (J)? Mary Pope Osborne? Marcela Brovelli? Sal Murdocca? LectorumPubnsInc(J)? MaryPopeOsborne? MarcelaBrovelli? SalMurdocca? ジャンル別? ユーズドブック(洋書)-Outdoors&Nature Subjects-Children sBooks-Authors&Illustrators,A-Z-(O)-Osborne,MaryPope? Subjects-Children sBooks-Ages4-8-General? Subjects-Children sBooks-Animals-Dinosaurs-Fiction? Subjects-Children sBooks-Literature-Action&Adventure? Subjects-Children sBooks-Literature-ShortStoryCollections? Subjects-Nonfiction-ForeignLanguageNonfiction-Spanish? Subjects-Outdoors&Nature-Ecology-Animals-Dinosaurs-Children sBooks-Fiction? Subjects-Science-Nature&Ecology-Animals-Dinosaurs-Children sBooks-Fiction? 20 Ways to Track a Tiger Wildlife Worlds Adventures in? Carol Amore? WildlifeWorldsAdventuresin? CarolAmore? ユーズドブック(洋書)-Outdoors&Nature Substores-UnknownASINs-43? Subjects-Outdoors&Nature-Fauna-Wildlife? Subjects-Outdoors&Nature-Conservation-General? Subjects-Outdoors&Nature-Ecology-Animals-Mammals? Subjects-Outdoors&Nature-Environment-Conservation? Subjects-Science-Nature&Ecology-Animals-Mammals? Subjects-Science-Nature&Ecology-Animals-Wildlife? Subjects-Science-Nature&Ecology-Environment-Conservation? A Whooping Crane Diary Swan Scythe Pr? Jeff Ross? SwanScythePr? JeffRoss? ユーズドブック(洋書)-Outdoors&Nature Subjects-Literature&Fiction-Poetry-General? Subjects-Literature&Fiction-Poetry-SingleAuthors-UnitedStates? Subjects-Literature&Fiction-Poetry-UnitedStates-General? Subjects-Literature&Fiction-Poetry-UnitedStates-20thCentury? Subjects-Outdoors&Nature-Conservation-EndangeredSpecies? Birding in Central Western New York Best Trails Water Routes for Finding Birds Footprint Pr? Norman E. Wolfe? FootprintPr? 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SueFreeman? ジャンル別? ユーズドブック(洋書)-Outdoors&Nature ユーズドブック(洋書)-Sports? Subjects-Outdoors&Nature-Ecology-Rivers? Subjects-Outdoors&Nature-OutdoorRecreation-Hiking&Camping-ExcursionGuides-General? Subjects-Outdoors&Nature-OutdoorRecreation-Hiking&Camping-ExcursionGuides-UnitedStates-NewYork? Subjects-Science-EarthSciences-Rivers? Subjects-Sports-WaterSports-General? Subjects-Sports-Hiking&Camping-ExcursionGuides-General? Subjects-Sports-Hiking&Camping-ExcursionGuides-UnitedStates-NewYork? Subjects-Travel-SpecialtyTravel-Adventure-Hiking-General? Subjects-Travel-SpecialtyTravel-Adventure-Hiking-UnitedStates-NewYork? Subjects-Travel-UnitedStates-Regions-Northeast-MidAtlantic? Subjects-Travel-UnitedStates-States-NewYork-General? Take Your Bike Family Rides in the Rochester New York Area (Take Your Bike) Footprint Pr? Rich Freeman? Susan J. Freeman? FootprintPr? RichFreeman? SusanJ.Freeman? ユーズドブック(洋書)-Outdoors&Nature ユーズドブック(洋書)-Sports? 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MichaelTeitelbaum? ジャンル別? ユーズドブック(洋書)-Outdoors&Nature Subjects-Children sBooks-Ages4-8-General? Subjects-Children sBooks-Animals-Dinosaurs-Nonfiction? Subjects-Children sBooks-Science,Nature&HowItWorks-Nature-Fossils? Subjects-Outdoors&Nature-Ecology-Animals-Dinosaurs-Children sBooks-Nonfiction? Subjects-Science-Nature&Ecology-Animals-Dinosaurs-Children sBooks-Nonfiction? Between the Lines The Mental Skills of Hitting for Softball Wish Pub? Yasmin Mossadeghi? Patricia Laguna? WishPub? YasminMossadeghi? PatriciaLaguna? ジャンル別? ユーズドブック(洋書)-Outdoors&Nature ユーズドブック(洋書)-Sports? Subjects-Health,Mind&Body-General? Subjects-Outdoors&Nature-Ecology-LivingontheLand-Hunting&Fishing-General&Anthologies? Subjects-Sports-Baseball-General? Subjects-Sports-Miscellaneous-SportsPsychology? Subjects-Sports-OtherTeamSports-Softball-General? Subjects-Sports-General? Subjects-Sports-Softball? Subjects-Sports-Hunting&Fishing-General&Anthologies? 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Dot Dragon Returns ../ ソフトウェア名 Dot Dragon Returns 現Version 1.0 作者(敬称略) Yagshi 配布元 転載中 転載所 ソフトウェア形態 フリーウェア ソース 非公開 紹介 横スクロール避けゲー。ドラゴンをスティックで操作し障害物を避け続ける。 大変スピードにコダワリのあるゲームで、速度がないとスコアが増えない。 当たった場合多段ヒットするため操作ミスは禁物。水平な地形に当たり続けるとすぐ死ねる。 スコアと自分の腕とを相談しつつ、苦手な地形では意識的に減速することも重要だろう。 操作性の容易さとゲームとしての緊張感が上手くミックスしている高センスゲーである。 ※なんだか独特の中毒性があるような・・ (スクリーンショット情報) 全:Aurex2 RC4 + WinShot ver1.53a
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The History of the Future(踊) 曲名 アーティスト フォルダ 難易度 BPM NOTES/FA(SA) その他 The History of the Future BEMANI Sound Team "U1×TAG" A20 踊14 100-200 448 / 21 The 9th KAC DDR新曲 STREAM VOLTAGE AIR FREEZE CHAOS 75 67 7 34 47 楽譜面(9) / 踊譜面(14) / 激譜面(17) / 鬼譜面(-) 属性 譜面 https //livedoor.blogimg.jp/yanmar195/imgs/1/6/1651c590.png 譜面動画 https //www.youtube.com/watch?v=rNY0Y1McDk4 (x1.75, NOTE, Clap) プレイ動画 https //www.youtube.com/watch?v=0jri9FKr3M8 (x, NOTE) 解説 BPM推移 100-(停止)-200-(停止)-200-100-200-(停止)-200 名前 コメント コメント(私的なことや感想はこちら) 曲が長いこともありグルーヴレーダー的にも弱く見えるものの、2回目の停止前の交差渡りの箇所が交互難も含まれておりかなり強い配置。そこまでの緩やかな配置から一気にここだけ強まるため油断しているとゲージでも電池でも一瞬で吹っ飛ぶ可能性もあるので要注意。ここさえ抜けてしまえば後はウイニングラン。逆詐称迄は行かないが局所難の14弱と言った所。 -- 名無しさん (2019-12-31 07 29 44) 中盤の滝がちょっと長いかな、というくらいで他は13相当。13で言うとホメ猫、ラクガキが余裕なら安定するくらいのレベル。14入門にはちょうどいいと思う -- 名無しさん (2020-01-05 21 14 56) 名前 コメント