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NS2 mmc@wiki The NS manual translation 番号リスト 大見出し 中見出し 小見出し 半角 で始めると引用文になります。 16.1.7 Revised format for wireless traces The ns Manual (formerly ns Notes and Documentation)1 The VINT Project A collaboratoin between researchers at UC Berkeley, LBL, USC/ISI, and Xerox PARC. Kevin Fall, Editor Kannan Varadhan, Editor date http //www-nrg.ee.lbl.gov/ns/ ©../copyright.html is LBNL s Network Simulator [24]. The simulator is written in C++; it uses OTcl as a command and configuration interface. v2 has three substantial changes from v1 (1) the more complex objects in v1 have been decomposed into simpler components for greater flexibility and composability; (2) the configuration interface is now OTcl, an object oriented version of Tcl; and (3) the interface code to the OTcl interpreter is separate from the main simulator. Ns documentation is available in html, Postscript, and PDF formats. See http //www.isi.edu/nsnam/ns/ns-documentation.html for pointers to these. Contents +Introduction o 2. Undocumented Facilities * 1 Interface to the Interpreter o 3. OTcl Linkage + 3.1 Concept Overview + 3.2 Code Overview + 3.3 Class Tcl # 3.3.1 Obtain a Reference to the class Tcl instance # 3.3.2 Invoking OTcl Procedures # 3.3.3 Passing Results to/from the Interpreter # 3.3.4 Error Reporting and Exit # 3.3.5 Hash Functions within the Interpreter # 3.3.6 Other Operations on the Interpreter + 3.4 Class TclObject # 3.4.1 Creating and Destroying TclObjects # 3.4.2 Variable Bindings # 3.4.3 Variable Tracing # 3.4.4 command Methods Definition and Invocation + 3.5 Class TclClass # 3.5.1 How to Bind Static C++ Class Member Variables + 3.6 Class TclCommand + 3.7 Class EmbeddedTcl + 3.8 Class InstVar * 2 Simulator Basics o 4. The Class Simulator + 4.1 Simulator Initialization + 4.2 Schedulers and Events # 4.2.1 The List Scheduler # 4.2.2 the heap scheduler # 4.2.3 The Calendar Queue Scheduler # 4.2.4 The Real-Time Scheduler # 4.2.5 Precision of the scheduler clock used in ns + 4.3 Other Methods o 5. Nodes and Packet Forwarding + 5.1 Node Basics + 5.2 Node Methods Configuring the Node + 5.3 Node Configuration Interface + 5.4 The Classifier # 5.4.1 Address Classifiers # 5.4.2 Multicast Classifiers # 5.4.3 MultiPath Classifier # 5.4.4 Hash Classifier # 5.4.5 Replicator + 5.5 Routing Module and Classifier Organization # 5.5.1 Routing Module # 5.5.2 Node Interface + 5.6 Commands at a glance o 6. Links Simple Links + 6.1 Instance Procedures for Links and SimpleLinks + 6.2 Connectors + 6.3 Object hierarchy + 6.4 Commands at a glance o 7. Queue Management and Packet Scheduling + 7.1 The C++ Queue Class # 7.1.1 Queue blocking # 7.1.2 PacketQueue Class + 7.2 Example Drop Tail + 7.3 Different types of Queue objects + 7.4 Commands at a glance + 7.5 Queue/JoBS # 7.5.1 The JoBS algorithm # 7.5.2 Configuration # 7.5.3 Tracing # 7.5.4 Variables # 7.5.5 Commands at a glance o 8. Delays and Links + 8.1 The LinkDelay Class + 8.2 Commands at a glance o 9. Differentiated Services Module in + 9.1 Overview + 9.2 Implementation # 9.2.1 RED queue in DiffServ module # 9.2.2 Edge and core routers # 9.2.3 Policy + 9.3 Configuration + 9.4 Commands at a glance o 10. Agents + 10.1 Agent state + 10.2 Agent methods + 10.3 Protocol Agents + 10.4 OTcl Linkage # 10.4.1 Creating and Manipulating Agents # 10.4.2 Default Values # 10.4.3 OTcl Methods + 10.5 Examples Tcp, TCP Sink Agents # 10.5.1 Creating the Agent # 10.5.2 Starting the Agent # 10.5.3 Processing Input at Receiver # 10.5.4 Processing Responses at the Sender # 10.5.5 Implementing Timers + 10.6 Creating a New Agent # 10.6.1 Example A ``ping requestor (Inheritance Structure) # 10.6.2 The recv() and timeout() Methods # 10.6.3 Linking the ``ping Agent with OTcl # 10.6.4 Using the agent through OTcl + 10.7 The Agent API + 10.8 Different agent objects + 10.9 Commands at a glance o 11. Timers + 11.1 C++ abstract base class TimerHandler # 11.1.1 Definition of a new timer # 11.1.2 Example Tcp retransmission timer + 11.2 OTcl Timer class + 11.3 Commands at a glance o 12. Packet Headers and Formats + 12.1 A Protocol-Specific Packet Header # 12.1.1 Adding a New Packet Header Type # 12.1.2 Selectively Including Packet Headers in Your Simulation + 12.2 Packet Classes # 12.2.1 The Packet Class # 12.2.2 p_info Class # 12.2.3 The hdr_cmn Class # 12.2.4 The PacketHeaderManager Class + 12.3 Commands at a glance o 13. Error Model + 13.1 Implementation + 13.2 Configuration + 13.3 Multi-state error model + 13.4 Commands at a glance o 14. Local Area Networks + 14.1 Tcl configuration + 14.2 Components of a LAN + 14.3 Channel Class # 14.3.1 Channel State # 14.3.2 Example Channel and classifier of the physical layer # 14.3.3 Channel Class in C++ + 14.4 MacClassifier Class + 14.5 MAC Class # 14.5.1 Mac State # 14.5.2 Mac Methods # 14.5.3 Mac Class in C++ # 14.5.4 CSMA-based MAC + 14.6 LL (link-layer) Class # 14.6.1 LL Class in C++ # 14.6.2 Example Link Layer configuration + 14.7 LanRouter class + 14.8 Other Components + 14.9 LANs and routing + 14.10 Commands at a glance o 15. The (Revised) Addressing Structure in NS + 15.1 The Default Address Format + 15.2 The Hierarchical Address Format # 15.2.1 Default Hierarchical Setting # 15.2.2 Specific Hierarchical Setting + 15.3 The Expanded Node-Address Format + 15.4 Expanding port-id field + 15.5 Errors in setting address format + 15.6 Commands at a glance o 16. Mobile Networking in ns + 16.1 The basic wireless model in ns # 16.1.1 Mobilenode creating wireless topology # 16.1.2 Creating Node movements # 16.1.3 Network Components in a mobilenode # 16.1.4 Different MAC layer protocols for mobile networking # 16.1.5 Different types of Routing Agents in mobile networking # 16.1.6 Trace Support [[16.1.7 Revised format for wireless traces]] # 16.1.8 Generation of node-movement and traffic-connection for wireless scenarios + 16.2 Extensions made to CMU s wireless model # 16.2.1 wired-cum-wireless scenarios # 16.2.2 MobileIP + 16.3 Lists of changes for merging code developed in older version of ns (2.1b5 or later) into the current version (2.1b8) + 16.4 Commands at a glance o 17. Satellite Networking in + 17.1 Overview of satellite models # 17.1.1 Geostationary satellites # 17.1.2 Low-earth-orbiting satellites + 17.2 Using the satellite extensions # 17.2.1 Nodes and node positions # 17.2.2 Satellite links # 17.2.3 Handoffs # 17.2.4 Routing # 17.2.5 Trace support # 17.2.6 Error models # 17.2.7 Other configuration options # 17.2.8 support # 17.2.9 Integration with wired and wireless code # 17.2.10 Example scripts + 17.3 Implementation # 17.3.1 Use of linked lists # 17.3.2 Node structure # 17.3.3 Detailed look at satellite links + 17.4 Commands at a glance o 18. Radio Propagation Models + 18.1 Free space model + 18.2 Two-ray ground reflection model + 18.3 Shadowing model # 18.3.1 Backgroud # 18.3.2 Using shadowing model + 18.4 Communication range + 18.5 Commands at a glance o 19. Energy Model in ns + 19.1 The C++ EnergyModel Class + 19.2 The OTcl interface o 20. Directed Diffusion + 20.1 What is Directed Diffusion? + 20.2 The diffusion model in ns + 20.3 Some mac issues for diffusion in ns + 20.4 APIs for using filters in diffusion + 20.5 Ping an example diffusion application implementation # 20.5.1 Ping Application as implemented in C++ # 20.5.2 Tcl APIs for the ping application + 20.6 Changes required to add yr diffusion application to ns + 20.7 Test-suites for diffusion + 20.8 Commands at a glance o 21. XCP eXplicit Congestion control Protocol + 21.1 What is XCP? + 21.2 Implementation of XCP in NS # 21.2.1 Endpoints in XCP # 21.2.2 XCP Router # 21.2.3 XCP queue + 21.3 XCP example script + 21.4 Test-suites for XCP + 21.5 Commands at a glance o 22. DelayBox Per-Flow Delay and Loss + 22.1 Implementation Details + 22.2 Example + 22.3 Commands at a Glance o 23. Changes made to the IEEE 802.15.4 Implementation in NS-2.31 + 23.1 Radio shutdown + 23.2 Other changes * 3 Support o 24. Debugging ns + 24.1 Tcl-level Debugging + 24.2 C++-Level Debugging + 24.3 Mixing Tcl and C debugging + 24.4 Memory Debugging # 24.4.1 Using dmalloc # 24.4.2 Memory Conservation Tips # 24.4.3 Some statistics collected by dmalloc + 24.5 Memory Leaks # 24.5.1 OTcl # 24.5.2 C/C++ o 25. Mathematical Support + 25.1 Random Number Generation # 25.1.1 Seeding The RNG # 25.1.2 OTcl Support # 25.1.3 C++ Support + 25.2 Random Variables + 25.3 Integrals + 25.4 ns-random + 25.5 Some mathematical-support related objects + 25.6 Commands at a glance o 26. Trace and Monitoring Support + 26.1 Trace Support # 26.1.1 OTcl Helper Functions + 26.2 Library support and examples + 26.3 The C++ Trace Class + 26.4 Trace File Format + 26.5 Packet Types + 26.6 Queue Monitoring + 26.7 Per-Flow Monitoring # 26.7.1 The Flow Monitor # 26.7.2 Flow Monitor Trace Format # 26.7.3 The Flow Class + 26.8 Commands at a glance o 27. Test Suite Support + 27.1 Test Suite Components + 27.2 Write a Test Suite o 28. ns Code Styles + 28.1 Indentation style + 28.2 Variable Naming Conventions + 28.3 Miscellaneous * 4 Routing o 29. Unicast Routing + 29.1 The Interface to the Simulation Operator (The API) + 29.2 Other Configuration Mechanisms for Specialised Routing + 29.3 Protocol Specific Configuration Parameters + 29.4 Internals and Architecture of Routing # 29.4.1 The classes # 29.4.2 Interface to Network Dynamics and Multicast + 29.5 Protocol Internals + 29.6 Unicast routing objects + 29.7 Commands at a glance o 30. Multicast Routing + 30.1 Multicast API # 30.1.1 Multicast Behavior Monitor Configuration # 30.1.2 Protocol Specific configuration + 30.2 Internals of Multicast Routing # 30.2.1 The classes # 30.2.2 Extensions to other classes in # 30.2.3 Protocol Internals # 30.2.4 The internal variables + 30.3 Commands at a glance o 31. Network Dynamics + 31.1 The user level API + 31.2 The Internal Architecture # 31.2.1 The class rtModel # 31.2.2 rtQueue../ns-2/dynamics.tcl + 31.3 Interaction with Unicast Routing # 31.3.1 Extensions to Other Classes + 31.4 Deficencies in the Current Network Dynamics API + 31.5 Commands at a glance o 32. Hierarchical Routing + 32.1 Overview of Hierarchical Routing + 32.2 Usage of Hierarchical routing + 32.3 Creating large Hierarchical topologies + 32.4 Hierarchical Routing with SessionSim + 32.5 Commands at a glance * 5 Transport o 33. UDP Agents + 33.1 UDP Agents + 33.2 Commands at a glance o 34. TCP Agents + 34.1 One-Way TCP Senders # 34.1.1 The Base TCP Sender (Tahoe TCP) # 34.1.2 Configuration # 34.1.3 Simple Configuration # 34.1.4 Other Configuration Parameters # 34.1.5 Other One-Way TCP Senders + 34.2 TCP Receivers (sinks) # 34.2.1 The Base TCP Sink # 34.2.2 Delayed-ACK TCP Sink # 34.2.3 Sack TCP Sink + 34.3 Two-Way TCP Agents (FullTcp) # 34.3.1 Simple Configuration # 34.3.2 BayFullTcp + 34.4 Architecture and Internals + 34.5 Tracing TCP Dynamics + 34.6 One-Way Trace TCP Trace Dynamics + 34.7 One-Way Trace TCP Trace Dynamics + 34.8 Commands at a glance o 35. SCTP Agents + 35.1 The Base SCTP Agent # 35.1.1 Configuration Parameters # 35.1.2 Commands + 35.2 Extensions # 35.2.1 HbAfterRto SCTP # 35.2.2 MultipleFastRtx SCTP # 35.2.3 Timestamp SCTP # 35.2.4 MfrHbAfterRto SCTP # 35.2.5 MfrHbAfterRto SCTP + 35.3 Tracing SCTP Dynamics + 35.4 SCTP Applications + 35.5 Example Scripts # 35.5.1 Singled Homed Example # 35.5.2 Multihomed Example o 36. Agent/SRM + 36.1 Configuration # 36.1.1 Trivial Configuration # 36.1.2 Other Configuration Parameters # 36.1.3 Statistics # 36.1.4 Tracing + 36.2 Architecture and Internals + 36.3 Packet Handling Processing received messages + 36.4 Loss Detection--The Class SRMinfo + 36.5 Loss Recovery Objects + 36.6 Session Objects + 36.7 Extending the Base Class Agent # 36.7.1 Fixed Timers # 36.7.2 Adaptive Timers + 36.8 SRM objects + 36.9 Commands at a glance o 37. PLM + 37.1 Configuration + 37.2 The Packet Pair Source Generator + 37.3 Architecture of the PLM Protocol # 37.3.1 Instantiation of a PLM Source # 37.3.2 Instantiation of a PLM Receiver # 37.3.3 Reception of a Packet # 37.3.4 Detection of a Loss # 37.3.5 Joining or Leaving a Layer + 37.4 Commands at a Glance * 6 Application o 38. Applications and transport agent API + 38.1 The class Application + 38.2 The transport agent API # 38.2.1 Attaching transport agents to nodes # 38.2.2 Attaching applications to agents # 38.2.3 Using transport agents via system calls # 38.2.4 Agent upcalls to applications # 38.2.5 An example + 38.3 The class TrafficGenerator # 38.3.1 An example + 38.4 Simulated applications Telnet and FTP + 38.5 Applications objects + 38.6 Commands at a glance o 39. Web cache as an application + 39.1 Using application-level data in # 39.1.1 ADU # 39.1.2 Passing data between applications # 39.1.3 Transmitting user data over UDP # 39.1.4 Transmitting user data over TCP # 39.1.5 Class hierarchy related to user data handling + 39.2 Overview of web cache classes # 39.2.1 Managing HTTP connections # 39.2.2 Managing web pages # 39.2.3 Debugging + 39.3 Representing web pages + 39.4 Page pools # 39.4.1 PagePool/Math # 39.4.2 PagePool/CompMath # 39.4.3 PagePool/ProxyTrace # 39.4.4 PagePool/Client # 39.4.5 PagePool/WebTraf + 39.5 Web client + 39.6 Web server + 39.7 Web cache # 39.7.1 Http/Cache + 39.8 Putting together a simple example + 39.9 Http trace format + 39.10 Commands at a glance o 40. Worm Model + 40.1 Overview + 40.2 Configuration + 40.3 Commands at a glance o 41. PackMime-HTTP Web Traffic Generation + 41.1 Implementation Details # 41.1.1 PackMimeHTTP Client Application # 41.1.2 PackMimeHTTP Server Application + 41.2 PackMimeHTTP Random Variables + 41.3 Use of DelayBox with PackMime-HTTP + 41.4 Example + 41.5 Commands at a Glance * 7 Scale o 42. Session-level Packet Distribution + 42.1 Configuration # 42.1.1 Basic Configuration # 42.1.2 Inserting a Loss Module + 42.2 Architecture + 42.3 Internals # 42.3.1 Object Linkage # 42.3.2 Packet Forwarding + 42.4 Commands at a glance o 43. Asim approximate analytical simulation * 8 Emulation o 44. Emulation + 44.1 Introduction + 44.2 Real-Time Scheduler + 44.3 Tap Agents + 44.4 Network Objects # 44.4.1 Pcap/BPF Network Objects # 44.4.2 IP Network Objects # 44.4.3 IP/UDP Network Objects + 44.5 An Example + 44.6 Commands at a glance * 9 Visualization with Nam - The Network Animator o 45. Nam + 45.1 Introduction + 45.2 Nam Command Line Options + 45.3 User Interface + 45.4 Keyboard Commands + 45.5 Generating External Animations from Nam + 45.6 Network Layout + 45.7 Animation Objects o 46. Nam Trace + 46.1 Nam Trace Format # 46.1.1 Initialization Events # 46.1.2 Nodes # 46.1.3 Links # 46.1.4 Queues # 46.1.5 Packets # 46.1.6 Node Marking # 46.1.7 Agent Tracing # 46.1.8 Variable Tracing # 46.1.9 Executing Tcl Procedures and External Code from within Nam # 46.1.10 Using Streams for Realtime Applications # 46.1.11 Nam Trace File Format Lookup Table + 46.2 Ns commands for creating and controlling nam animations # 46.2.1 Node # 46.2.2 Link/Queue # 46.2.3 Agent and Features # 46.2.4 Some Generic Commands * 10 Other o 47. Educational use of NS and NAM + 47.1 Using NS for educational purposes # 47.1.1 Installing/building/running # 47.1.2 The educational scripts inventory page + 47.2 Using NAM for educational purposes * Bibliography * Index * About this document ... 2007-12-05
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ChopShop(ヤミ改造工場) いわゆる車集め。 開始地点へ行くと目的の車のリストを渡されるので、指定された車を配達する。 もらえるリストは場所によって変わるが、納車は5つの内何処でも可。 ただし自分のカスタムした車も納車されてしまうため注意。 リストをもらった瞬間からいつでも開始可能なアクティビティ。 ミッション等、特定の依頼やミニゲームを受けていない状態で目的の車に乗り込むと納品するよう指示される。 ただし、この時警察手配度が必ずついてしまうので、車の捕獲が面倒な場合はリスト取得前に機動性の低い車はガレージにあらかじめ突っ込んでおくと楽。 ガレージから出した場合は手配度がつかないので、リスト取得後でもガレージに突っ込んでセーブ&ロードで手配度を消して(納車場所から近い拠点の)ガレージから出して納車という手もある。 リスト取得後はポーズメニューの「情報」→「アクティビティ」→「ヤミ改造工場リスト」 で目的の車と進行状況を確認可能。 リスト画面で車を選択しておくと、その車が近辺にいる場合レーダーに表示されるので 一気に集める場合は利用するといい。ただし出現するかは完全に運。 普段中々目にできないレアな車種も探しやすくなるので、好みの車種があれば 1台はガレージに保管してキープするという手もアリ。 既に納車した車種はその後も納車できるが報酬が$500になりリスペクトは入手できない ChopShop(ヤミ改造工場)Suburbs Downtown Apartments Truckyard Factories クリア特典 Suburbs 車両名 出現場所 解説 Mockingvird Suburbs 世界中のチューナーに大人気。 Churchill SuburbsExpansion 車がプラスチックではなく金属製だった時代への回帰。 Hammerhead Downtown 不滅の人気を誇るHammerhead。 Compton Museum アーバンクラシック Topher Hotels and Marina サプリ愛用者の間でTopherは大人気。 Quota HighEndRetail 路上駐車の敵。 Five-O Suburbs この車にはなにかとお世話になってるはず。 Ambulance SuburbsExpansion たまには周りを気にせずに負傷したギャング仲間を運べるのもいいものだ。911に電話することでどこでも出現 Downtown 車両名 出現場所 解説 GO! TrailerPark 軽量シャーシの採用でGO!は人気のオフロード車となった。 Taxi SuburbsExpansion 時には群集に溶け込もう。 Wellington Downtown 重厚な面持ち。 Alaskan Hotels andMarina 市街地でもオフロードでも最高のドライビング。 Varsity Downtown 高校フットボールのファンに大人気。 Zenith Hotels andMarina スタイリッシュなスポーティ。 Justice SuburbsExpansion ラッパーにも重役にも人気。 Titan Downtown 活発で力強く、そして現金満載。 Apartments 車両名 出現場所 解説 Swindle University 軍の放出品をあなたにお届け。 Besty Arena 新品状態のBestyにお目にかかるのは稀だが、Arena地区に1台あるようだ NRG V8 Bario スタイルでは見劣るが、NRG V8の信頼性は抜群だ。 Raycaster Chinatown 速くてセクシー。 Melbourne Airport 時にはバイクらしいバイクが欲しくなる。 Bezier Apartments ヨーロッパ系スポーツカーの最新モデル Cosmos Projects 平凡なコンパクト車。Cosmosは死体運搬に最適だ。 Status Quo RedLight 真の上流階級は自分で運転したりはしない。Airportの自宅ホテル前によくある Truckyard 車両名 出現場所 解説 Voxel Barrio Voxelはスティルウォーターのチューナーの間で一番人気の車だ。 Magma Projects タイトなハンドリング性能がストリートレーサーの間で評判だ。 Attrazione RedLight 過剰の極み。 Superione Airport そのデカールが一部で大人気。 VenomClassic Chinatown 有名な凶悪犯ジョニー・ギャットのかつての愛車。 Elswolf SaintsRow 豪華なオプション装備はElswolf以外には有り得ない。 Socialite Apartments レーサー仕様に改造された高級セダン。 Peacekeeper SaintsRow Peacekeeperは警察の道路封鎖によく使われる。 Factories 車両名 出現場所 解説 Voyage Docks 箱型で不細工。Voyageは子供の送迎や人身運搬に使われる。 Danville TrackYard 「廉価版Compton」として一部に知られる。 Mag Projects Magの人気はベン・キングによるものだ。 BagBoy Airport ヤバい荷物の運搬にはもってこい。 Backhoe Barrio 複数の遺体を動かすには手助けが必要だ。 Bulldozer Factories セインツロウが再建された今Factories地区での建設業務が急増した。Suburbs Expansionの自宅 船ドックから出て東の十字路北東の工事現場 DeliveryTruck SaintsRow このごく普通な配達トラックはSaintsRow地区でよく見られる。刑務所のある離島(物件購入してガレージへ) Longhauler RedLight 建設作業員と変形ロボット愛好家の間で大人気。 ※Longhaulerはミキサー車(Mix Master)でも可。 クリア特典 バギー(Buggy) ヤミ改造工場リストを1つクリア コンバイン(Combine) ヤミ改造工場リストを2つクリア ヤミ改造工場(カスタマイズアイテム) ヤミ改造工場リストを3つクリア 修理工場のディスカウント(-75%) ヤミ改造工場リスト全部 ※クリア特典の"ヤミ改造工場"は効果が謎なのとゲーム内だと「ヤミ改造工場リスト1つ」となっているが3つ完了で表示を確認 コメント ヤミ工場前でギャングと暴れるといくらでも納車できる。COOPで一時間ほどやったらすごく貯金できましたw一台あたり500$です。 - 2009-03-10 07 08 49 通常あまり見かけないJustis/Magなどはこのアクティビティを利用して手に入れると楽。 - 2009-03-10 11 01 49 前者はセインツに登録できるなら登録すればよく出現( - 2012-07-18 22 11 46 途中送信した。後者はミッションで奪えばいい(サムディの幻覚) - 2012-07-18 22 13 05 コンバインなんて貰って一体どうしろと言うのだ・・・ - 2009-06-02 11 18 32 稲刈り、ですな - 2013-02-05 17 19 26 セインツ仕様じゃないコンバインはゲットできないんですかね・・・? ノーマルだとカスタムできるみたいなんですけどねぇ・・・ - 2009-06-02 18 54 30 セインツ仕様じゃないコンバインってデモリッションバトルで使ったアレか - 2009-11-23 09 11 06 クリア得点の「ヤミ改造工場」とはなんのことですか? - 2010-05-08 13 16 13 改造したらお金もらえるの? - 2011-03-01 00 24 11 お前ばかだろ、改造じゃねぇよ納車すんだよ納車w - 2011-05-21 07 28 47 コンバインはセインツ以外はノーチートじゃ無理かも。 - 2012-07-18 22 10 51
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/ 2017年05月28日 (日) 04時06分47秒 ◆質問時に書いてほしいこと 説明 OS・アプリ・周辺機器 どのような環境なのか、なにを使用しているのか 具体的な状況 なにをしたのか、どう設定したのか、どうしたいのか ◆質問時に避けたい表現 説明 エラーが出ました どのようなエラーが出たのか正確に書く 解説のとおりにやりました なにをやったのか、念のため書く いろいろやりました なにをやったのか具体的に書く それはもうやりました 自分がやったことは最初に書く ※URLを含むコメントを投稿したい場合は、「http」ではなく、「ttp」と記述していただくようお願いいたします。スパム対策で「http」を含むコメントは投稿できないようにしています。 ※コメントの投稿に失敗する場合があります。そこで、念のためコメントをコピーしてから投稿することをお勧めします。やり方は、Ctrl + Aを押したあとCtrl + Cを押します。投稿に失敗した場合は、Ctrl + Vでコメントを貼り付けて再度投稿してください。 2018年 名前 コメント 2017年 この製品を使い、PS3の映像を録画しようとしたところ、TV画面にも、PCの専用ソフトにも映らなくなってしましました。 ・例のリングは切断済み ・以前は全く同じ環境で正常に動作していた(録画もできていた) ・PS4では正常に動作できた(勿論録画もできていた) ・HDMIコードの接続間違いはしていない ・Deep Color出力は「切」になっている ・接続、起動させる順番、を変えてみた 確認や対処はやってみましたが、それでもうまく動作しませんでした。 他に確認すべきことや、対処法はありますか? -- 質問者 (2017-05-28 04 06 47) 2016年 ご報告ありがとうございました。 -- 管理人 ↓自己解決しました。 背面のUSBに挿したら反応してくれました。 記事が大変参考になりました、ありがとうございます。 -- 名無しさん (2016-06-02 15 42 05) この製品を使用しているのですが、 すでにデバイスと接続されています というメッセージが出ません。ドライバはしっかりインストールし、 順番通りにケーブルを繋げましたが、プレビューONにしても出てきません 右4つのボタンが押せず、左の2つのボタンを押しても、解像度などの項目が選べませんでした。 以前はできていたのですが、急にできなくなりました。 TVにゲーム機の画面を映すこと自体はできています。USBがおかしいのでしょうか。 -- 名無しさん (2016-06-02 15 37 31) 2015年 ↓地デジの映像もその辺は全部同じなので可能です。 -- 名無しさん (2015-02-15 16 14 46) この製品は、「HDCP対処法」を活用すれば HDCPの制約をなくせるようですが ってことは、PS3以外の地デジの映像も録画可能ですか? BDレコーダーにある番組を録画し直したいのです BDディスクは消耗品なので1年もしないうちに劣化してしまいます... また見たいと思う番組がいつかは見れなくなってしまう... -- nanashi (2015-02-15 04 08 16) ↓DirectShow File Reader プラグイン for AviUtlと言うのがあるので これを入れて音ズレするかやってみてはどうでしょうか。 L-SMASH Worksプラグインよりも優先度を上にしたり あるいは逆に下にして動画を開き直します。 DirectShow File Reader プラグイン for AviUtlの優先度を 上にしても音がズレる場合は、CCCPをインストールして 再度動画を開いてください。 またAviUtlの環境設定→システム設定で「ロード時に映像と 音声の長さが~」のONOFF切り替えもやってみてください。 それとファイル→開くの画面で「fps調整」のONOFF 切り替えてからの動画読み込み、 同じ画面の「fps変換無し」や「30fps」にした状態での 動画読み込みもやってみてください。 そんな所です。 -- 名無しさん (2015-02-13 21 06 59) 質問させて頂きます Aviutlでの動画編集時に 拡張編集にいれた段階から音ズレが起きてしまいます CBR VBR ともにダメでした 元の動画を見ましたが音ズレはありまさんでした 後windowムービーメーカーでは 普通に編集できます Aviutl で編集する方法はないのでしょうか? -- 名無しさん (2015-02-13 03 19 42) 2014年 はじめまして質問したいことがあるのですが、アップデートファイルがダウンロードできません。 90%ダウンロードできたころでダウンロードが完了しましたとでるのでファイルを開こうとすると、このZIPファイルは無効ですとなって開けません。何回やってもどのブラウザ使ってもそうなります。 どうしたらよいのでしょうか? -- 名無しさん (2014-12-04 15 32 19) ↓PS4もVita TVも使えますよ。 -- 名無しさん (2014-11-23 23 40 09) はじめましていきなり1つ質問があるのですが、 VITA TVでの動作はどうなのでしょうか? もし大丈夫なようなら購入したいのですが。 -- 名無しさん (2014-11-23 16 09 56) 素朴な質問ですが、PS4でも使用できるのでしょうか? -- 質問者 (2014-11-23 02 41 59) ありがとうございます。 私のところでは残念ながら、PS3付属のUSBケーブルでも フレームレートは変わりありませんでした。 アップデート前後でも変化が見られず…。 TURUGI上でも60fps出ていましたか? ビットレートの件も謎ですね…。 60fps、24Mbpsの条件で録画したときだけ再生できないんですか? -- 管理人 当ページをみて購入しました。 現在PS3をノートのLS150Fに接続しております。 物は試しで付属のUSBケーブルを、PS3の純正に換えたら60FPSになりました。 データ的に29FPS→59FPS。 ただしアプデ後に24Mで録画すると再生されないようです。 59FPSでは20Mまでが再生可能です。 そちらでも確認できますでしょうか? -- キャプチャ初心者 (2014-11-16 12 08 57) ありがとうございます。不覚にも気づきませんでした。 記事を修正しました。 -- 管理人 詳しい情報ありがとうございます。 メーカーページを覗いたら、どうやら定期的にアップデートで8mbps以上でも録画できるようになったらしいですね。 60FPSも早くアップデートでできるようになるといいですな。 -- Torned1123 (2014-11-05 19 07 56) / 2017年05月28日 (日) 04時06分47秒
https://w.atwiki.jp/bcc2528/pages/44.html
NameUnresearched "Unresearched Object" QueryUnresearched "This item is not yet researched." ReportName1 "Hybrid Organ" ReportName10 "Rumbler Organ" ReportName11 "WormMind Implant" ReportName13 "Arachnid Organ" ReportName14 "Psi Reaver Organ" ReportName15 "WormBlend Implant" ReportName16 "Viral Proliferator" ReportName17 "Worm Skin Armor" ReportName19 "Greater Psi Reaver Organ" ReportName20 "WormHeart Implant" ReportName21 "Annelid Launcher" ReportName22 "Monkey Brain" ReportName23 "Annelid Healing Gland" ReportName24 "Annelid Psi Organ" ReportName3 "Midwife Organ" ReportName4 "Grub Organ" ReportName5 "Anti-Annelid Toxin" ReportName6 "WormBlood Implant" ReportName7 "Crystal Shard" ReportName8 "Psi Booster" ReportName9 "Swarm Pod Organ" ResRepIcon1 "resicon" ResRepIcon10 "resicon" ResRepIcon11 "resicon" ResRepIcon12 "resicon" ResRepIcon13 "resicon" ResRepIcon14 "resicon" ResRepIcon15 "resicon" ResRepIcon16 "resicon" ResRepIcon17 "resicon" ResRepIcon18 "resicon" ResRepIcon19 "resicon" ResRepIcon2 "resicon" ResRepIcon20 "resicon" ResRepIcon21 "resicon" ResRepIcon22 "resicon" ResRepIcon23 "resicon" ResRepIcon24 "resicon" ResRepIcon3 "resicon" ResRepIcon4 "resicon" ResRepIcon5 "resicon" ResRepIcon6 "resicon" ResRepIcon7 "resicon" ResRepIcon8 "resicon" ResRepIcon9 "resicon" ResRepPortrait1 "ogport" ResRepPortrait10 "rumport" ResRepPortrait11 "mindport" ResRepPortrait13 "arport" ResRepPortrait14 "minport" ResRepPortrait15 "blendport" ResRepPortrait16 "viroport" ResRepPortrait17 "sknport" ResRepPortrait19 "minport" ResRepPortrait20 "blendport" ResRepPortrait21 "alport" ResRepPortrait22 "mport" ResRepPortrait23 "anpport" ResRepPortrait24 "anhport" ResRepPortrait3 "midport" ResRepPortrait4 "gruport" ResRepPortrait5 "toxport" ResRepPortrait6 "bloodport" ResRepPortrait7 "crport" ResRepPortrait8 "btport" ResRepPortrait9 "swport" ResRepText1 "Summary You ve learned how to best target the Hybrid for maximal damage. All damage you deal to Hybrids will be increased by 25%. Analysis DNA structure indicates that this organism is a hybrid of a human host and a parasitic organism. Although the parasite (resembling a yard-long worm) has deteriorated to a stage beyond useful analysis, the effects of the process are evident. Severe deterioration of higher level mental processes is caused by tumerous growths along the spinal column and brain stem. The non-human tissues seem to be formed of a composite of small wormlike creatures that have adapted into the host body and taken over a majority of motor control and decision making functions. There also appears to be direct stimulation of the autonomic nervous and glandular systems. Hence, the organism produces exceptional amounts of both adrenaline and endorphins, making it remarkably strong and aggressive. What remains can not really be called human at all. The damage done to the host by the process is irrevocable, and the organism now functions with no sense of morality or hesitation. Recommendation The organism is vulnerable to the same forms of stimuli as a human. However, the changes in its physiology suggest a chemistry more complex than is currently understood. Further analysis of similar organisms might provide more insight in this area." ResRepText10 "Summary You ve learned how to best target the Rumbler for maximal damage. All damage you deal to Rumblers will be increased by 25%. Its annelid tissue is particularly vulnerable to incendiary devices. Analysis This organism is further evolution of the first-stage annelid hybrid. Discernable human elements are minimal, above the DNA level. Muscle tissue density has increased twenty-fold, and adrenaline production has increased proportionally. Brain tissue is extremely dense, which would normally indicate a creature of extreme cognitive ability, but the brain-stem has atrophied to a useless stub, and there is no analog to a human spinal column. All muscular activity is controlled locally by alien cells designed for this purpose. It appears that this creature is an evolutionary stage between an earlier-stage human-annelid hybrid, and a third, unknown form. Recommendation This creature is extremely dangerous, being, in effect, a heavily-muscled host designed to protect a highly-evolved yet unconnected brain. The peculiar chemistry of this hybrid s brain tissue indicates a latent psionic predisposition." ResRepText11 "Summary When the user of this implant is damaged, one point of every four points of damage done is subtracted from psi points instead instead of hit points. Analysis This implant will alter the user s neural processes, stimulating and amplifying the areas related to psionics. Additionally, a steady drip of annelid neurotransmitter chemicals is fed into the user s lower cortex. The overall effect of this is to enhance the user s latent psychocreative abilities, specifically in the area of bodily self-control. Recommendation The user of the implant will be able to psychocreatively heal some portion of any damage he takes. Long-term use is likely to cause a hyperimmune reaction." ResRepText13 "Summary You ve learned how to best target the Arachnids for maximal damage. All damage you deal to Arachnids will be increased by 25%. Arachnids, like all pure annelids, are resistant to energy weapons. Analysis This creature s internal systems are both distributed and redundant in a way that suggests intentional design, or evolution in a very dangerous environment. What serves as its nervous system uses a significantly larger amount of energy than a human s, so the creature s tissues are correspondingly more energy-resistant. The creature s metabolism allows for a boost of hyperkinetic activity, while allowing it to remain normally in a dormant state, and presumably allowing it to exist for a long period of time without nourishment. Recommendation Using energy weapons against this creature is not recommended." ResRepText14 "You ve learned how to best target the Psi Reavers and their projections for maximal damage. All damage you deal to Psi Reaver and their projections will be increased by 25%. The projections will continually regenerate themselves unless you destroy the brain structure which creates them. Analysis This is a continuously energized sample of psycho-creative residue. It is the end product of a massively complex and focused psionic projection. This residue can be temporarily disrupted, but not permanently destroyed, since the psionic projection can simply be re-created by the source organism. Recommendation While the projection can be disrupted by most conventional means, this serves as a short-term solution only. Resources should not be wasted in combating this phenomenon unless it is crucial for survival. If it must be destroyed, seek out and destroy the controlling brain structure first." ResRepText15 "Summary This implant decreases the range at which annelid creatures will be able to psionically detect the implant user. Analysis This implant contains a portion of annelid neural tissue, with electrochemical connections to slave the tissue to the user s neural impulses. The portion of tissue is not substantive enough to allow the user to psionically contact the annelid mind, but it does coordinate the user s brainwaves enough with the annelid neural processes that the user will, to a cursory psionic examination, resemble an annelid organism. Recommendation This will very likely allow its user to become harder to detect to annelid creatures, at least at a distance. It will probably not allow the user to pass for an annelid in face-to-face contact." ResRepText16 "Summary The viral proliferator requires an Exotic Weapons skill of 4. This weapon releases a host of anti-annelid virus in an explosive radius. The virus can be tailored to affect pure annelids, or humans and human/annelid hybrids. Press and hold down the trigger to fire - when you release the trigger, the viral payload will detonate. Don t let it detonate too close to you when it s set to affect humans! Analysis This weapon appears to have been cobbled together from both human and alien technologies. Judging by the stock and trigger, it was built by humans. The central hexagonal core is an energy-rich media, ringed with receptacles containing nanite-virus hybrids. Release of the virus hybrids into the core will cause cycles of replication at nanite, rather than biological, speeds, building up until the payload is released. Additional energetic charges will disperse the viral payload in an explosive radius. The media must be replenished with annelid tissue - these worms must be collected in standard laboratory beakers. The proliferator can be set to release virus hybrids tailored against pure annelids, or tailored against human or partially human targets. Recommendation In close quarters against annelid foes, this weapon is extremely powerful. It might even hurt annelids that are unharmed by other weapons. However, when targeting human targets, it will be hard to avoid damaging yourself." ResRepText17 "Summary This armor provides both combat and environmental protection, as well as increases the wearers PSI stat by 2. However, it slowly drains the users psi points. Analysis This worm skin has been fashioned into a crude body covering, suitable for a human to wear. The skin is far tougher than its biochemical makeup would suggest, and further investigation demonstrates a subtle repulsive effect that appears to be psionically generated. The fact that the effect is still active, in combination with the slowly continuing metabolic processes in the skin indicates that the skin is in some sense still alive. Recommendation Wearing the worm skin as a piece of armor will provide some physical and environmental protection, and will increase the wearer s PSI statistic. However, it will be a continuous psionic drain on the wearer to keep from being attacked and consumed by the skin." ResRepText19 "You ve learned how to best target the Greater Psi Reavers and their projections for maximal damage. All damage you deal to Greater Psi Reaver and their projections will be increased by 25%. The projections will continually regenerate themselves unless you destroy the brain structure which creates them. Analysis This is a continuously energized sample of psycho-creative residue. It is the end product of a massively complex and focused psionic projection. This residue can be temporarily disrupted, but not permanently destroyed, since the psionic projection can simply be re-created by the source organism. This version of the Psi Reaver seems much more powerful than those you have previously encountered. Recommendation While the projection can be disrupted by most conventional means, this serves as a short-term solution only. Resources should not be wasted in combating this phenomenon unless it is crucial for survival. If it must be destroyed, seek out and destroy the controlling brain structure first." ResRepText20 "Summary While this implant is powered, the user takes no damage from annelid toxin and will regenerate one hit point per thirty seconds. Unfortunately, when the implant ceases being powered, or is removed, a great deal of toxin is released into the user s bloodstream. Make sure you have some anti-toxin hypos handy! Analysis This implant is a combination of a blood filtering device and a regenerative stimulator, using annelid regenerative tissue as an adjunct. While the implant is worn, it sequesters all annelid venom that the user is subject to, preventing it from acting. Additionally, damaged tissue is replaced quickly by a psychocreative annelid substitute. However, the substitute tissue produces some amount of degradation byproduct, which is itself toxic (and sequestered by the implant). However, when the implant loses power or is removed, much of the sequestered venom is released. Recommendation This device is not recommended for frequent use, because of the danger of the toxin damage upon removing the implant. However, its regenerative and toxin-protection properties may well be invaluable in a very dangerous situation." ResRepText21 "Summary The annelid launcher requires a Strength of 3, an Agilty of 3, and an Exotic Weapons skill of 6. This device uses annelid worms for ammunition, which must be collected in beakers. The weapon may be set to damage either pure annelid creatures, or human/hybrid creatures. Analysis This is an exotic device, made of semi-sentient organic material. It has been heavily modified, to the point where it is impossible to discern its original function. As currently configured, this object is a weapon, designed to deliver payloads of annelid worms. These worms must be collected in standard laboratory beakers, and loaded into a side compartment of the device. An integrated chemical injector can alter the chemistry of the worms, so that they can be made deadly either to human (and partially human) targets, or to pure annelids. Recommendation If the use of this weapon is required, care should be taken to collect beakers whenever possible, and fill them with annelid worms at each opportunity." ResRepText22 "Summary You ve learned how to best target the monkeys for maximal damage. All damage you deal to monkeys will be increased by 25%. Analysis The monkey is genetically normal, an African squirrel monkey. However, it appears to have been subject to a large number of chemical and surgical procedures, both before and after birth. These procedures have enhanced brain size and connectivity, as well as enhanced the myelination of the central nervous system. The skull of the creature has been surgically removed, presumably both to prevent cranial pressure and to allow quick experimental access. Recommendation The neural construction of the creature is similar in nature to psionic human neural structure - the monkeys are likely to have psionic capability. They are vulnerable to all attacks which affect standard organic creatures." ResRepText23 "Summary This tissue can be used to physically heal damage. Analysis This gland secretes a prolific mix of hormones and stimulatory enzymes, and a quickly dividing layer of cells spawns off multi-purpose circulatory cells. These cells seek out sites of tissue damage and graft themselves into the tissue, taking on the characteristics of the local host tissue in a matter of moments. Recommendation The shared tissue compatibilities between human and annelid tissue will allow this gland to be used for healing, though not as fully as it would in an annelid host. Once removed from the host s body, it can only be used once." ResRepText24 "Summary This tissue can be used to restore lost psi points. Analysis This gland produces a potent cocktail of psychoactive and adrenal hormones which acts to rejuvenate and enervate neural tissue. In addition to standard (and somewhat unusual) biological compounds, the gland also appears to secrete small amounts of semi-physical psychocreative energy. Recommendation While this gland can be used to restore psionic potential, the danger inherent in consuming alien psychocreative energies suggests that this should only be done in emergencies." ResRepText3 "Summary You ve learned how to best target the Midwife for maximal damage. All damage you deal to Midwives will be increased by 25%. Resistant to incendiary and anti-personnel weapons, but vulnerable to armor-piercing. Analysis DNA sequence confirms that subject was originally a human female, cybernetically modified. An auxiliary CPU in the base of the spine serves as a controller, overriding most signals sent by the subject s natural brain. Both speed and musculature have been mechanically enhanced, and the cybernetic apparatus also serves as physical shielding for the softer human tissues. Recommendation Due to the half-mechanical nature of this creature, incendiary and anti-personnel weapons will be fairly ineffective, but armor-piercing rounds should be quite effective." ResRepText4 "Summary While you have learned the vulnerabilities of this creature, they re so easily killed it hardly matters. Like all annelids, they are somewhat resistant to energy weapons. Annelid eggs often contain useful organs if you search them before they are destroyed. Analysis Genetically female, the annelid grub is the most basic annelid form. The creature is principally nervous system and musculature - the highly advanced (for a worm) nervous system appears to be tied into a rudimentary psionic sense organ. While wormlike in appearance, the grub has no actual digestive tract, but is furnished with energy reserves at birth. When these are depleted, the creature shuts down into a dormant state, possibly until a further psionic trigger acts on it. The eggs that these emerge from often contain organs that might be extracted for useful purposes, unless the egg was destroyed in combat. Analysis The grubs are fairly fragile, but can be somewhat dangerous if they close before you see them. In large numbers, they may prove a more significant threat." ResRepText5 "Summary Placing this toxin in an environmental regulator will reduce local annelid growth. Analysis This is an experimental toxin, highly virulent, developed specifically to break down and dissolve annelid tissue. The canister is highly pressurized, as the liquid toxin would evaporate quickly under ordinary conditions. Recommendation For maximum coverage, this toxin should be introduced into air-recirculators immediately after being opened." ResRepText6 "Summary While this implant is active, you can right click on a pile of worms to heal yourself. Analysis This implant is a high-powered blood filtering and reprocessing unit which acts to modify blood-borne annelid tissue to be benign in a human host. Because of the highly regenerative nature of these annelids, their tissue, in conjunction with this implant, can be used as a replacement for damaged human tissue. A small insertion port in the implant can be used to import annelid tissue for this use. Recommendation While under the effect of this implant, discarded annelid tissue, such as that found in worm piles, can be used for a regenerative effect. Use of annelid tissue in such a fashion while the implant is not powered is strongly discouraged." ResRepText7 "Summary A very dangerous hand-to-hand weapon. It requires an Exotic Weapons skill of 1 in order to wield. Analysis This crystal, principally of silicon but doped with germanium and other unknown trace elements, appears to have a resonant frequency very close to that of neural propagation. The crystal probably serves as a repeater for the psionic abilities of the annelid creatures. The crystal structure is composed of thousands of close-together crystal needles, attached together in a close-branching, nearly fractal, tree. Recommendation The crystal s amazing sharpness makes it a very dangerous hand-to-hand weapon." ResRepText8 "Summary This hypo will increase the user s PSI stat by 1 for five minutes. Analysis This pharmaceutical combines a complex mix of psychoactive chemicals, some of them quite powerful, and refined annelid tissue. Many of the chemicals have enzymatically bonded to the annelid tissue fragments, many of them since construction of the hypo, as if the annelid tissue is still biologically active. Recommendation This experimental hypospray will increase your PSI stat for a few minutes - if you don t mind injecting yourself with purified annelid tissue. Long term usage may well cause hallucinatory side effects." ResRepText9 "Summary Annelid Swarms cannot be damaged by any known means, but have a very short life span. Annelid eggs often contain useful organs if you search them before they are destroyed. Analysis Although small, the flying organisms generated by these pods contain a complex DNA structure indicative of a much more advanced creature. Each small creature, genetically male, is bonded to the swarm via a sub-psionic link. This link is impervious to normal psionic attacks or disturbances. Annelid swarm creatures seem to exist only as a living weapon, since their cells have a genetically programmed life span of no more than a few seconds. During these seconds, they are attracted to human tissue, as they frantically attempt to prolong their short lives with nourishment. The eggs that these emerge from often contain organs that might be extracted for useful purposes, unless the egg was destroyed in combat. Recommendation The Annelid Swarm is best dealt with by avoidance, since the creatures will die soon after being hatched. Do not waste ammunition on them."
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採点結果 所感1.5 Spanning-Tree Convergenceまとめ 2.7 BGP Table Stabilityまとめ 4.2 Backup Linkまとめ 6.1 BPDU Filtering受験テクニック 7.4 UDP Echo受験テクニック 採点結果 トピック 正誤 備考 1.1 Trunking ○ 1.2 Spanning-Tree ○ 1.3 Layer 2 Tunneling ○ 1.4 MAC Filtering ○ 1.5 Spanning-Tree Convergence × 知識不足 2.1 OSFP ○ 2.2 OSPF Filtering ○ 2.3 Conditional Default Routing ○ 2.4 IGP Redistribution ○ 2.5 BGP Filtering ○ 2.6 BGP Summarization ○ 2.7 BGP Table Stability × 未知のエラーメッセージが表示されたので、不正解にしたいと思います 3.1 IPv6 Addressing ○ 3.2 RIPng ○ 3.3 EIGRPv6 ○ 4.1 PE-CE Routing ○ 4.2 Backup Link × 知識不足 5.1 PIM Filtering ○ 5.2 IGMP ○ 5.3 Multicast Testing ○ 6.1 BPDU Filtering × 知識不足 6.2 Traffic Filtering ○ 7.1 SNMP ○ 7.2 RMON ○ 7.3 CDP ○ 7.4 UDP Echo ○ 8.1 Real Time Protocol ○ 8.2 Congestion Avoidance ○ 8.3 Link Optimazation ○ 所感 相変わらずLayer 2の失点が目立ちます。"オンラインドキュメントを読みあさる"などの基礎力向上策をとらなければならないと感じました。 時間のペース配分を意識して設問に取り組む事ができました。今現在、私が心がけているペース配分は以下の通りです。 Switching, IGP, BGP 2 00 VPN, Multicast 1 00 Security 0 40 IP Service 0 40 QoS 0 40 見直し 1 00 見直しをしたところ、終盤(IP Service, QoS)の問題文見落としが目立ちました。終盤は集中力が尽きている可能性が高いので、問題文を3回読むくらいの工夫が必要だと思いました。 終盤の時間配分を誤りました。全ての問題を解き終わった後に、見直しではなく"4.2 Backup Link"に取りかかってしまいました。下手をすると(誤読が多かった場合など)、見直しと修正に1時間以上かかる可能性もあるので確実に見直しができるようペース配分すべきでした。 1.5 Spanning-Tree Convergence まとめ bpdu filterはglobalに設定した場合とI/Fに対して設定した場合で挙動が異なります。bpdu filter, bpdu guardについてまとめると以下の通りです。 configuration description I/Fに対してBPDU filterを設定 BPDUを受信した場合、そのBPDUを無視します。 globalに対してBPDU filterを設定 BPDUを受信した場合、portfastを無効化し通常のSTPと同じ動作をします。 BPDU guardを設定 BPDUを受信した場合、err-disable状態にします。 2.7 BGP Table Stability まとめ TODO prefix-listのパラメタが違う…のようなエラーメッセージが出た TODO 正確なメッセージのキャプチャを忘れたのが痛い… 4.2 Backup Link まとめ MPLSの設定が必要である事を理解していなかったため、sham-linkはupするもののOSPF neighborはupしませんでした。sham-link経由で情報を伝達させる時の注意点をまとめます。 sham-linkの送信元・宛先アドレスをBGP経由で伝搬させます。 この送信元・宛先アドレスはOSPFで伝搬させないよう注意して下さい。 PEルータ, Pルータ間でMPLS neighborを確立して下さい。(隣接していない場合は、GRE tunnelを作成する等の工夫が必要) 6.1 BPDU Filtering 受験テクニック DECnetはDEC(現ヒューレッド・パッカード)が開発した通信プロトコルです。 この問題のように、あまり有名でないLayer 2プロトコルが出題された場合は、"ヘルプストリングに表示されるかも"と推測する事で何とか問題を解く事ができると思います。 Rack14SW4(config)#mac access-list extended ACL_HOGE Rack14SW4(config-ext-macl)#deny any any ? 0-65535 An arbitrary EtherType in decimal, hex, or octal aarp EtherType AppleTalk ARP amber EtherType DEC-Amber appletalk EtherType AppleTalk/EtherTalk cos CoS value dec-spanning EtherType DEC-Spanning-Tree decnet-iv EtherType DECnet Phase IV diagnostic EtherType DEC-Diagnostic 7.4 UDP Echo 受験テクニック udp-small-serverにどのような機能が備わっているか暗記するのは非常に難しいと思います。 しかし、"service udp-small-servers"などでオンラインドキュメントを検索すれば、udp-small-serverにどのような機能が備わっているか調べる事ができます。また、どの機能がどのudp portを使用しているかは、tcpのヘルプストリングから調べる事ができます(udpのヘルプストリングには載っていないようです) Rack14SW4(config)#access-list 100 permit tcp any any eq ? 0-65535 Port number bgp Border Gateway Protocol (179) chargen Character generator (19) cmd Remote commands (rcmd, 514) daytime Daytime (13) discard Discard (9) domain Domain Name Service (53) echo Echo (7) exec Exec (rsh, 512) finger Finger (79) ftp File Transfer Protocol (21) ftp-data FTP data connections (20)
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web https //quireboys.com/ MusicBeautiful Curse Music Beautiful Curse 2013/6/24 ( \1,480- ) 1. Too Much of A Good Thing 2. Chain Smokin 3. Talk of The Town 4. Mother Mary 5. King of Fools 6. Homewreckers and Heartbreakers 7. Diamonds and Dirty Stones 8. Beautiful Curse 9. Don t Fight It 10. For Crying Out Loud 11. Twenty Seven Years 12. I Died Laughing
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対応 WIndows Windows XP以降 ダウンロードしてくる SourceForge.netのページから,p2pati-win-*.zipというファイルをダウンロードしてきます. http //sourceforge.net/project/showfiles.php?group_id=187480 解凍します ダウンロードしたzipファイルを解凍します. 解凍したフォルダの中には,以下のようなファイルが含まれています. tapデバイスをインストールします addtap.batファイルをダブルクリックして,tapデバイスのインストールを行います. tapデバイスとは,仮想ネットワークインターフェスであり,P2P@iはこの仮想ネットワークインターフェスを利用して,仮想IPネットワークを構築します. P2P@iを起動します P2P@iのアイコンをダブルクリックして,P2P@iを起動します. P2P@iを起動すると,タスクトレイにアイコンが現れます. このタスクトレイのアイコンを左クリックすると,メニューが現れ,設定と終了を行うことが出来ます. ポートの開放 P2P@iでは,P2Pネットワークのためのポートを開放する必要があります. 開放するポートは,TCPとUDPの4649番ポートになります. また,仮想ネットワークひとつにつき,1つのUDPポート解放する必要があります. さらに,グローバルIPアドレスを持っていないと接続することは出来ません. UPnP対応版は現在実装中です,少々お待ちください. コンピュータの時刻あわせ P2P@iは,リプライ攻撃を防ぐ目的で,パケットにタイムスタンプ情報を付加して送信します. したがって,コンピュータの時刻が大幅に狂っている場合,通信できない可能性があるので,利用する前に時刻あわせをしてください. 設定する 設定はWEBベースで行います. 詳細についてはチュートリアルを参照してください. アンインストール アンインストールするには,まず,deltapall.batを実行して,tapデバイスをコンピュータから完全に削除します. 次に,P2P@iのフォルダを削除して,アンインストール完了です. コメントはこちらへどうぞ. Windows Vista 64bit版では動作しません。 -- 名無しさん (2007-08-12 12 02 59) 名前 コメント orz...