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Service Design For Six Sigma A Roadmap For Excellence Wiley-Interscience? Basem El-Haik? David M. Roy? Wiley-Interscience? BasemEl-Haik? DavidM.Roy? ジャンル別? Subjects-Business&Investing-Management&Leadership-Leadership? Subjects-Business&Investing-Management&Leadership-QualityControl? Subjects-Business&Investing-Management&Leadership-TotalQualityManagement? Subjects-Engineering-Electrical&Electronics-Electronics-General? Subjects-Engineering-Electrical&Electronics-General? Subjects-Professional&Technical-Engineering-Electrical&Electronics-Electronics-General? Subjects-Professional&Technical-Engineering-Electrical&Electronics-General? Subjects-Professional&Technical-BusinessManagement-Management&Leadership-Leadership? Subjects-Professional&Technical-BusinessManagement-Management&Leadership-QualityControl? Subjects-Professional&Technical-BusinessManagement-Management&Leadership-TotalQualityManagement? 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Overview The global 5G Chipset Industry share is set to cross USD 9.22 billion, with a 41.2% CAGR during the forecast period of 2020 to 2027. Market Research Future (MRFR) marks growing automation, use of IoT, expansion in data center network, hike in bandwidth, advanced antenna technology, participation from mobile operators, machine to machine communication, and others as the major traction providers. Segmentation The global 5G chipset market, as discussed by MRFR analysts, has been studied on the basis of a segmentation that includes the product, operational frequency, type, and verticals. By type, the market includes radio frequency integrated circuit (RFIC), cellular integrated circuit, application-specific integrated circuit (ASIC), and millimeter-wave integrated circuit. By operational frequency, the market comprises 26–39 GHz, below 6 GHz, and 39 and above GHz. By product, the market encompasses customer premise equipment and network infrastructure equipment. By vertical, the market discusses IT telecommunication, retail, government, automotive transportation, healthcare, industrial, energy utilities, and others. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/7148 Regional Analysis Structural benefit, investment scope, and the presence of major players are expected to put North America and Europe in advantageous positions. Asia Pacific would also gain from the booming electronics industry and growing incorporation of automation and IoT. Competitive Landscape The global market for 5G chipset is set to profit from the strategic moves of companies like Intel Corporation (US), Nokia Oyj (Finland), Qualcomm Inc (US), Xilinx Inc (US), IBM Corporation (US), Samsung Electronics Co Ltd (South Korea), Integrated Device Technology Inc (US), Qorvo Inc (US), Infineon Technologies AG (Germany), Broadcom Inc (US), Anokiwave (US), Analog Devices Inc (US), MACOM Technology Solutions Holdings Inc (US), Huawei Technologies Co., Ltd (China), Telefonaktiebolaget LM Ericsson Class B (Sweden), Cavium Inc (US), KT Corp (South Korea), ZTE Corporation (China), Hewlett Packard Enterprise Co (US), Fujitsu Ltd (Japan), and others. Industry News In September 2020, Samsung inked a deal with Qualcomm to produce the latter’s next-generation 5G mobile chipsets using the latest technology of the 5nm process. The deal has a valuation of around $844 million and will be the first time when Samsung will be producing chips for Qualcomm. The first one of this series will be Snapdragon 875. At present, Samsung produces 8nm devices for Qualcomm. But this deal ensures an advantageous position for Samsung from where it can take forward its TSMC technology. Samsung is also in talks with Intel to produce chips for the latter’s fabrication process. In September 2020, MediaTek declared that its 5G smartphone chip, the Dimensity 1000C, had hit the market in the United States. The Dimensity 1000C is expected to power LG’s newest device, the LG VELVET, on T-Mobile’s nationwide 5G network. It will deliver advanced AI capabilities, better display features, fast connectivity, and enhanced multimedia capabilities that would improve the user experience. The 7nm Dimensity 1000C is known for its super-fast 5G speeds and it helps in expanding the MediaTek’s 5G family of chipsets. The flagship series is also known to deliver full premium 5G experiences for smartphone users. During the CIVID-19 crisis, a lot of industries got hit by the impact of the pandemic, but the telecommunication industry stayed abreast and it found a way out by incorporating latest technologies and creating scope for further integration. It is slated to benefit more from the changing work cultures and business dynamics, which would inspire the expansion of the 5G chipset industry. Get Full Report @ https //www.marketresearchfuture.com/reports/5g-chipset-market-7148 Table of Contents 1 Executive Summary 2 Scope of The Report 2.1 Market Definition 2.2 Scope of The Study 2.2.1 Research Objectives 2.2.2 Assumptions Limitations 2.3 Market Structure Continued… Similar Report B2B Telecommunication Market Information by Solution (Unified Communication and Collaboration), Deployment (Fixed, Mobile), Organization Size (Large, Enterprise), Application (Industrial, Commercial) and regions Trending #MRFR Report** https //ictmrfr.blogspot.com/2022/04/geofencing-market-companies-growth-with.html https //blogfreely.net/pranali004/telecom-expense-management-market-size-impressive-cagr-changing-business-scope https //postheaven.net/pranali004/financial-app-industry-impressive-cagr-changing-business-needs-scope-of https //market-research-future.tribe.so/post/openstack-service-market-research-impressive-cagr-changing-scope-of-current--6263de46791566c10c79891e https //www.scutify.com/articles/2022-04-24-infrastructure-as-a-service-industry-cagr-changing-business-scope-of-current-and-future-industry- About Market Research Future At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research Consulting Services. Contact Market Research Future (Part of Wantstats Research and Media Private Limited) 99 Hudson Street, 5Th Floor New York, NY 10013 United States of America 1 628 258 0071 (US) 44 2035 002 764 (UK) Email sales@marketresearchfuture.com Website https //www.marketresearchfuture.com
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ダウンロード Windows95/98/Me インターネット&通信
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Revised (v.3.5) System Reference Document http //www.wizards.com/default.asp?x=d20/article/srd35 The Core Mechanic 基本の手順 Whenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). To determine if your character succeeds at a task you do this いつでもあなたが失敗の可能性がある行動を試みるとき、 あなたは20面ダイスを振ってください。 キャラクターが行った行動が成功したかを決定するためです。 Roll a d20. 20面ダイスを振る Add any relevant modifiers. 関係するすべての修正値を加えて Compare the result to a target number. 目標値とダイス(と修正)の結果を比較します。 If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target number, you fail. もし、目標値と同じか超えていた場合、あなたのキャラクターは成功しました。 もし、ダイス(と修正)の結果が、目標値より低ければ失敗です。 Dice ダイス・サイコロ Dice rolls are described with expressions such as “3d4+3,” which means “roll three four-sided dice and add 3” (resulting in a number between 6 and 15). The first number tells you how many dice to roll (adding the results together). ダイスを振ることの説明は下記のように表記されます。たとえば「3d4+3」これは「4面ダイスを三つ振って、3を加える」ことを意味します (6から15がその結果となる)。最初の数字があなたがいくつダイスを振るかを表します(すべての数字を合計します)。 The number immediately after the “d” tells you the type of die to use. Any number after that indicates a quantity that is added or subtracted from the result. dのすぐ後ろの数字が、使用するダイスの種類を表します。 Any number after that indicates a quantity that is added or subtracted from the result. d% dパーセント Percentile dice work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice. One (designated before you roll) is the tens digit. The other is the ones digit. Two 0s represent 100. パーセントダイスはもう少し難しいです。あなたは1から100の数字を、2つの10面ダイスを使って生成しないといけません。 片方(どちらか振る前に決めないといけません)が十の位を表します。もう一つが、一の位を表します。 両方とも0だった場合100を表します。 Modifiers 修正 A modifier is any bonus or penalty applying to a die roll. A positive modifier is a bonus, and a negative modifier is a penalty. 修正はダイス目にかかるボーナスとペナルティすべてです。正の修正をボーナスといい、負の修正をペナルティといいます。 Stacking 累積 In most cases, modifiers to a given check or roll stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), 多くの場合、修正が異なったソースによるもので別の種別(もしくはいずれの種別でもない)なら、 判定もしくはロールにおいて修正は累積する(すべてを合計する)。 but do not stack if they have the same type or come from the same source (such as the same spell cast twice in succession). ただし、修正が同じ種別であったり、同じソースによるものなら(同じ呪文を続けて2回かけた場合等)累積しない。 If the modifiers to a particular roll do not stack, only the best bonus and worst penalty applies. Dodge bonuses and circumstance bonuses however, do stack with one another unless otherwise specified. もし修正が特定のロールにおいて累積しないなら、一番良いボーナスもしくは一番悪いペナルティを適用する。 回避ボーナスと環境ボーナスは、しかしながら、他の特例がない限りもう一つとは累積する。 Modifier Types 修正種別 Ability Modifier 能力値修正 The bonus or penalty associated with a particular ability score. ボーナスとペナルティはそれぞれ特有の能力値と関連している。 Ability modifiers apply to die rolls for character actions involving the corresponding abilities. 能力値修正はキャラクターの行動に関係する能力値により、ダイスロールに対し適用される。 Alchemical Bonus 錬金術ボーナス An alchemical bonus is granted by the use of a nonmagical, alchemical substance such as antitoxin. 錬金術ボーナスは非魔法的な手段で与えられる。錬金術のの物質は毒素・血液などである。 Armor Bonus 鎧ボーナス An armor bonus applies to Armor Class and is granted by armor or by a spell or magical effect that mimics armor. 鎧ボーナスはアーマークラスに適用される。鎧もしくは呪文、魔法的作用による鎧類似のものがボーナスを与える。 Armor bonuses stack with all other bonuses to Armor Class (even with natural armor bonuses) except other armor bonuses. 鎧ボーナスは生得アーマーボーナスを含め他のすべてのアーマークラスボーナスと累積する。ただし、他の鎧ボーナスは除く。 An armor bonus doesn t apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow. 鎧ボーナスは接触攻撃には適用されない。ただし、力場効果(メイジアーマー呪文のような)によるアーマーボーナスは適用される。 力場効果によるボーナスは非実体接触攻撃、たとえばシャドウによるものにも適用される。 Competence Modifier 適性修正 A competence bonus (or penalty) affects a character s performance of a particular task, 適性ボーナス(ペナルティ)はキャラクターのその特定の行動に影響する。 as in the case of the bardic ability to inspire competence. まるで、バード能力の鼓舞・激励能力のように。 Such a bonus may apply on attack rolls, saving throws, skill checks, caster level checks, or any other checks to which a bonus relating to level or skill ranks would normally apply. 適性ボーナスは攻撃ロール、セーヴィングスロー、技能判定、術者レベル判定もしくは 他のレベルもしくは技能ランクが通用認められる判定に適用が認められる。 It does not apply on ability checks, damage rolls, initiative checks, or other rolls that aren t related to a character s level or skill ranks. 適性修正は能力値判定、ダメージロール、イニシアティブ判定、もしくは他のキャラクターのレベルや技能ランクと 関係しないものには適用されない。 Multiple competence bonuses don t stack;only the highest bonus applies. 複数の適性ボーナスは累積しない。一番高いボーナスのものが適用される。 Deflection Bonus 反発ボーナス A deflection bonus affects Armor Class and is granted by a spell or magic effect that makes attacks veer off harmlessly. 反発ボーナスはアーマークラスと呪文もしくは魔法的効果による攻撃 Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. 反発ボーナスは他の反発ボーナスを除く他のすべてのボーナスと累積する。 A deflection bonus applies against touch attacks. 反発ボーナスは接触攻撃にも適用される。 Dodge Bonus 回避ボーナス A dodge bonus improves Armor Class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character s Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks. 回避ボーナスはアーマークラスを増加させる(ときには反射セーヴも)。 有害な効果や、攻撃をかわすための肉体的技能の判定も増加させる。 回避ボーナスは呪文もしくはマジックアイテムにより、与えられることはない。 キャラクターの敏捷ボーナスを無視するような、どんな場合や効果(装備している鎧を除く)、さらに 回避ボーナスはすべての他のACへのボーナスと累積する。 他の回避ボーナスを含めて。 回避ボーナスは接触攻撃にも有効である。 Enhancement Bonus 強化ボーナス An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor s bonus to AC, they don t apply against touch attacks. 強化ボーナスは鎧、生得装甲、武器、能力値の一般ボーナス等で、丈夫さ、効果的さの向上を表す。 複数の同じ目標(鎧、武器)生物(生得装甲)への強化ボーナス、もしくは能力値への強化ボーナスは累積しない。 最も高い強化ボーナスだけが適用される。 鎧もしくは生得装甲への強化ボーナスは、ACを上昇させる。 だが、それらのボーナスは接触攻撃へは適用されない。 洞察ボーナス 洞察ボーナスはこれから起こることについて予見させることによりパフォーマンスを向上させる。 複数の同じキャラクターもしくは目標への洞察ボーナスは累積しない。 もっとも高い洞察ボーナスだけが適用される。 幸運修正 幸運修正は幸運(もしくは不運)の運命を表す。 同じキャラクターもしくは目標への複数の幸運ボーナスは累積しない。 もっとも高い幸運ボーナスだけが適用される。 士気修正 士気ボーナスは希望、勇気、決意(もしくは絶望、臆病による士気へのペナルティ)による効果を表す。 同じキャラクターへの複数の士気ボーナスは累積しない。 もっとも高い士気ボーナスだけが適用される。 知性のないクリーチャー(知力が0もしくは、知性がいっさいないもの)はこの士気ボーナスによる利益を受けない。 生得装甲ボーナス 生得装甲ボーナスはアーマークラスをクリーチャーの生得の強固な皮により強化する。 生得装甲ボーナスは他のすべてのアーマークラスへのボーナスと累積する(アーマーボーナスを含め)。 ただし、他の生得装甲ボーナスを除く。 いくつかの魔法的効果により(たとえばバークスキンの呪文のような)クリーチャーの持っている生得装甲ボーナスを強化することができる。 生得装甲ボーナスを増加させる効果はまったくもってアーマークラスボーナスと同様に扱われる。 生得装甲ボーナスは接触攻撃には適用されない。 種族ボーナス その種のクリーチャーの生まれながらの特徴または、そのクリーチャー特有の文化に養生により与えられるボーナスである。 もし、クリーチャーの種族が変更されたら(例として、死亡し転生した場合)、以前の種族によるボーナスはすべて失う。 抵抗ボーナス 抵抗ボーナスはセーヴィングスローに影響する。害に対する追加の防御力を供給する。 複数の抵抗ボーナス、同じキャラクターもしくは同じ目標に対するものは、累積しない。 最も高い抵抗ボーナスだけが適用される。 神聖修正 神聖ボーナス(もしくはペナルティ)は善の力に由来する。 複数の神聖ボーナス、同じキャラクターもしくは同じ目標へのものは、累積しない。 最も高い神聖ボーナスだけが適用される。 盾ボーナス 盾ボーナスはアーマークラスを上昇させる。そして、盾もしくは盾を模す呪文か魔法の効果により適用される。 盾ボーナスは他のすべてのACと累積するが、他の盾ボーナスは例外である。 魔法の盾は、盾に盾ボーナスの強化ボーナスを与える典型例である。 それらが増加させる盾ボーナスは完全にACとして扱う。 呪文や魔法の道具により与えられる盾ボーナスは、多くは不可視の形をとる。 力場が装備者を守る。 盾ボーナスは接触攻撃には適用されない。 サイズ修正 サイズボーナスもしくはペナルティはクリーチャーのサイズ分類により生成される。 サイズ修正はもろもろのもろに適用される。アーマークラス、攻撃ロール、隠れ身判定、組み付き判定、そして他の様々な判定である。 端数の処理 一般に、端数を計算する場合には、切り捨てにする、0.5以上のものについても同様である。 例外:特定のロール、ダメージやヒットポイントについては、最小は1である。 外皮ボーナス 外皮ボーナスはアーマークラスをクリーチャーの生得の強固な皮により強化する。 外皮ボーナスは他のすべてのアーマークラスへのボーナスと累積する(アーマーボーナスを含め)。 ただし、他の外皮ボーナスを除く。 いくつかの魔法的効果により(たとえばバークスキンの呪文のような)クリーチャーの持っている外皮ボーナスを強化することができる。 外皮ボーナスを増加させる効果はまったくもってアーマークラスボーナスと同様に扱われる。 外皮ボーナスは接触攻撃には適用されない。 Multiplying 倍数・掛け算の処理 Sometimes a rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. ルールにより、時にある数もしくは出目に対し掛け算を行うことがある。 掛け算する修正値が一つしかない場合、普通どおりそのまま掛け算を行ってください。 When two or more multipliers apply to any abstract value (such as a modifier or a die roll), 2つ以上掛け算するもの(修正値もしくは出目)がある場合、 however, combine them into a single multiple, 通常とは異なり、ひとつの掛け算へと組み合わせる。 with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (×2) and a double (×2) applied to 方法としては、追加の掛け算の倍数から1引いたものを、最初の掛け算の倍数に加える。 すなわち、2倍と2倍の場合、結果は3倍(*3, 2+1=3だから)となる。 the same number results in a triple (×3, because 2 + 1 = 3). When applying multipliers to real-world values (such as weight or distance), normal rules of math apply instead. 掛け算が世界での実量(重要や距離)に関わる場合、数学の通常のやり方を適用する。 A creature whose size doubles(thus multiplying its weight by 8) and then is turned to stone (which would multiply its weight by a factor of roughly 3) now weighs about 24 times normal, not 10 times normal. あるクリーチャーのサイズが倍になった場合(すなわち体重は8倍となる)、 さらにあるクリーチャーが石となった場合(通常の体重の3倍となる)、 体重は通常のおおよそ24倍となる、10倍ではない。 Similarly, a blinded creature attempting to negotiate difficult terrain would count each square 同様に、盲目のクリーチャーが移動困難地形での移動を試みた場合、 as 4 squares (doubling the cost twice, for a total multiplier of ×4), rather than as 3 squares (adding 100% twice). 4マスとなる(移動コストが2倍となり、トータルの倍数は4となる)。 3マスとはならない。 Ability Scores 能力値 Ability Modifiers 能力修正 Each ability, after changes made because of race, has a modifier ranging from -5 to +5. それぞれの能力値は種族により修正される。その修正は-5から+5の間である。 Table Ability Modifiers and Bonus Spells shows the modifier for each score. It also shows bonus spells, 表:能力修正と表:ボーナス呪文により修正によるスコアが示される。 また、表はキャラクターが呪文使いであった場合に知っているボーナス呪文をも示す。 which you’ll need to know about if your character is a spellcaster. The modifier is the number you apply to the die roll when your character tries to do something related to that ability. キャラクターがその能力値に関連する行動を試みるさいに、修正をダイスロールに適用する。 You also use the modifier with some numbers that aren’t die rolls. いくつか、ダイスロール以外の数字にも修正を適用することもある。 A positive modifier is called a bonus, and a negative modifier is called a penalty. 正の修正はボーナスと呼ばれ、負の修正はペナルティと呼ばれる。 Abilities And Spellcasters 能力値と呪文使い The ability that governs bonus spells depends on what type of spellcaster your character is どの能力値がボーナス呪文に関わるかは、呪文使いがどんな種別のキャラクターかによって決まる。 Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for sorcerers and bards. 魔術師は知力、僧侶とドルイドと聖戦士と野伏は判断力、吟遊詩人と魔道士は魅力である。 In addition to having a high ability score, a spellcaster must be of high enough class level to be able to cast spells of a given spell level. さらに、高い能力値を持っている場合、高いクラスレベルでの呪文の投射に必要な条件を満たすことができる。 The Abilities 能力値 Each ability partially describes your character and affects some of his or her action 個々の能力値はキャラクターはそれぞれキャラクターの部分を記述し、そのキャラクターの行動結果に影響する。 Strength (Str) 筋力(STR) Strength measures your character’s muscle and physical power. 筋力はキャラクターの筋肉と身体能力を表す。 This ability is especially important for fighters, barbarians, paladins, rangers, and monks because it helps them prevail in combat. 筋力は特に戦士、蛮族、聖戦士、野伏そして武闘家にとって重要である。筋力により、彼らを戦闘の技にまさるであろう。 Strength also limits the amount of equipment your character can carry. 筋力はまたキャラクターが持ち運べる装備の限界量に関わる。 You apply your character’s Strength modifier to 筋力修正は下記のようなキャラクターの行動に適用できる。 Melee attack rolls. 白兵攻撃ロール Damage rolls when using a melee weapon or a thrown weapon (including a sling). 白兵攻撃武器もしくは、投擲武器(スリング含む)でのダメージロール。 (Exceptions Off-hand attacks receive only one-half the character’s Strength bonus, (例外、逆手での攻撃は半分だけしか筋力修正を得られない。 while two-handed attacks receive one and a half times the Strength bonus. (両手武器での攻撃は1.5倍の筋力修正を得られる) A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.) ボーナスではなく、筋力ペナルティなら、複合弓でない弓での攻撃にも適用される。 Climb, Jump, and Swim checks. These are the skills that have Strength as their key ability. 登攀、跳躍、水泳判定。これらは筋力を主要能力とする技能である。 Strength checks (for breaking down doors and the like). 筋力判定(ドアの破壊といったようなこと)。 Dexterity (Dex) 敏捷力(DEX) Dexterity measures hand-eye coordination, agility, reflexes, and balance. 敏捷力は身体と感覚の連動性、すばしこさ、反射神経、バランス感覚を示す。 This ability is the most important one for rogues, but it’s also high on the list for characters who typically wear light or medium armor (rangers and barbarians) or no armor at all (monks, wizards, and sorcerers), and for anyone who wants to be a skilled archer. 敏捷力は悪漢にとってもっとも大事な能力の一つである。 だがまた、軽装鎧や中装鎧を着るキャラクター(野伏、蛮族)であったり、 鎧をまったく着ないキャラクター(武闘家、魔術師、魔道士)、 さらには、熟練の弓兵を目指すものにとっても重要である。 You apply your character’s Dexterity modifier to キャラクターの敏捷修正は下記のものに適用できる。 Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and other ranged weapons. 弓、弩、投げ斧、その他の遠隔武器による遠距離攻撃ロール。 Armor Class (AC), provided that the character can react to the attack. キャラクターが攻撃に反応できる場合のアーマークラス Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly. 反射セーヴィングスロー、火球やその他素早く避けることのできる攻撃へのセーヴ。 Balance, Escape Artist, Hide, Move Silently, Open Lock, Ride, Sleight of Hand, Tumble, and Use Rope checks. 平衡感覚、脱出術、隠れ身、忍足、解錠、騎乗、スリ、転倒、縄使い判定。 These are the skills that have Dexterity as their key ability. これらは敏捷力を主要能力値とする技能である。 Constitution (Con) 耐久力 Constitution represents your character’s health and stamina. 耐久力はあなたのキャラクターの健康さと持久力を表す。 A Constitution bonus increases a character’s hit points, so the ability is important for all classes. 耐久力ボーナスはキャラクターのヒットポイントを増加させる。そのため、この能力値はすべてのクラスにとって重要だ。 You apply your character’s Constitution modifier to キャラクターの耐久力修正が適用できるのは下記のような場合である。 Each roll of a Hit Die (though a penalty can never drop a result below 1? that is, a character always gains at least 1 hit point each time he or she advances in level). 毎回のヒットダイロール。ただし、ペナルティによって1を下回った場合でも、 常に最低1ヒットポイントを1レベル上昇するごとに得られる。 Fortitude saving throws, for resisting poison and similar threats. 頑健セーヴ、毒への抵抗や、似たような脅威に大して。 Concentration checks. Concentration is a skill, important to spellcasters, that has Constitution as its key ability. 精神集中判定。精神集中は技能である。呪文使いにとって重要だ。 精神集中の主要能力値は耐久力である。 If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly. もし、キャラクターの耐久力値が、耐久力修正を変えるに十分なだけ変更された場合、 キャラクターのヒットポイントは上昇もするし、減少もする。 知力 知力は、どれだけうまくキャラクターが学び、推察できるかを示している。 この能力は魔術師にとって重要だ。なぜなら、知力はどれだけの数の呪文を放つことができるかに関わるからだ。 また、その呪文に抵抗する難しさにも関係する。 さらに、どれだけその呪文が強力かにも関わる。 また、知力はキャラクターがどれだけ幅広い技能の持ち合わせているかを決定する。 キャラクターの知力を適用できるのは下記のような場合である。 The number of languages your character knows at the start of the game. キャラクターがゲーム開始時に知っている言語の数。 The number of skill points gained each level. (But your character always gets at least 1 skill point per level.) レベルごとに得られる技能ポイント。ただし、キャラクターは少なくとも常に1ポイントをレベルごとに得られる。 Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Search, and Spellcraft checks. 鑑定、製作、解読、装置無料化、偽造、知識、捜索、呪文学判定。 These are the skills that have Intelligence as their key ability. これらの技能はすべて、知力を主養能力値としている。 A wizard gains bonus spells based on her Intelligence score. 魔術師が得られるボーナス呪文はその知力にもとづいて決定される。 The minimum Intelligence score needed to cast a wizard spell is 10 + the spell’s level. 10+呪文レベルがその呪文を放つために最低必要な知力である。 An animal has an Intelligence score of 1 or 2. A creature of humanlike intelligence has a score of at least 3. 動物の知力は1か2である。人間類似のクリーチャーは少なくとも知力3を持つ。 Wisdom (Wis) 判断力 Wisdom describes a character’s willpower, common sense, perception, and intuition. 判断力はキャラクターの意志力、常識、感覚、直観力を示す。 While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. 知力は情報を分析する能力を示すのに対し、 判断力は適応力や状況判断能力を示す。 Wisdom is the most important ability for clerics and druids, and it is also important for paladins and rangers. 判断力は僧侶とドルイドにとって最も大事な能力である。また、聖戦士と野伏にとっても重要だ。 If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score. キャラクターに鋭いセンスを持たせたいのなら、判断力を高く割り振るべきだ。 すべてのクリーチャーは判断力スコアを持つ。 You apply your character’s Wisdom modifier to キャラクターに判断力修正を適用できるのは下記のような場合である。 Will saving throws (for negating the effect of charm person and other spells). 意思セーヴ(人物魅了の呪文・能力や、その他の呪文を無効化する際等) Heal, Listen, Profession, Sense Motive, Spot, and Survival checks. These are the skills that have Wisdom as their key ability. 治癒、聞き耳、職能、洞察、視認、生存判定。これらは判断力を主要能力値とする技能である。 Clerics, druids, paladins, and rangers get bonus spells based on their Wisdom scores. 僧侶、ドルイド、聖戦士、野伏は判断力に基づき、ボーナス呪文を獲得する。 The minimum Wisdom score needed to cast a cleric, druid, paladin, or ranger spell is 10 + the spell’s level. 僧侶、ドルイド、聖戦士、野伏が呪文を投射するのに必要な判断力は10+呪文レベルである。 Charisma (Cha) 魅力 Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. 魅力はキャラクターの人間力、説得力、人をひきつける度合い、リーダーシップ、外見の美しさを推し量るものである。 This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. この能力値は生の人間力を表すのであって、社会の中で他の人間にどのように認識されるかではない。 Charisma is most important for paladins, sorcerers, and bards. It is also important for clerics, since it affects their ability to turn undead. 魅力は聖戦士、魔道士、詩人にとって最も大事な能力値である。僧侶にとっても大事だ、ターンアンデットに関わる能力だからだ。 Every creature has a Charisma score. いかなるクリーチャーも魅力スコアを持つ。 You apply your character’s Charisma modifier to 魅力修正を適用できるのは下記のような場合である。 Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform, and Use Magic Device checks. はったり、交渉、変装、情報収集、動物使い、芸能、魔法装置使用 These are the skills that have Charisma as their key ability. これらは魅力を主要能力値とする技能である。 Checks that represent attempts to influence others. 他人に影響を及ぼそうと試みる判定。 Turning checks for clerics and paladins attempting to turn zombies, vampires, and other undead. 僧侶、聖戦士がゾンビ、吸血鬼他のアンデッドを退散させようとする判定。 Sorcerers and bards get bonus spells based on their Charisma scores. 魔道士、詩人が得られるボーナス呪文は魅力スコアで決定される。 The minimum Charisma score needed to cast a sorcerer or bard spell is 10 + the spell’s level. 魔道士または詩人が呪文を放つのに必要な魅力値は10+呪文レベルである。 When an ability score changes, all attributes associated with that score change accordingly. 魅力値が変更された際、関連する値は、それに応じて変更される。 A character does not retroactively get additional skill points for previous levels if she increases her intelligence. キャラクターは、知力を上昇させたとしても、以前のレベルの技能ポイントをさかのぼって得ることはできない。 Races 種族 Favored Class 適性クラス A character’s favored class doesn’t count against him or her when determining experience point penalties for multiclassing. キャラクターの適性クラスは、マルチクラスによる経験点ペナルティを計算する際に無視することができる。 Race And Languages 種族と言語 All characters know how to speak Common. A dwarf, elf, gnome, half-elf, half-orc, or halfling also speaks a racial language, as appropriate. A character who has an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of Intelligence bonus as a starting character. すべてのキャラクターは共通語を話す。ドワーフ、エルフ、ノーム、ハーフエルフ、ハーフオーク、ハーフリングは種族語も適切に話せる。 すべての知力ボーナスを持つキャラクターは1レベルで、知力ボーナス1につき1つの言語をさらに習得する。 Literacy 識字 Any character except a barbarian can read and write all the languages he or she speaks. 蛮族を除くすべてのキャラクターは、自信が話せる言語を読み書きできる。 Class-Related Languages クラス関連言語 Clerics, druids, and wizards can choose certain languages as bonus languages even if they’re not on the lists found in the race descriptions. These class-related languages are as follows 僧侶、ドルイド、魔術師はこれらの言語をボーナス言語として選べる。たとえ、これらの言語が種族言語のリストになくとも。 これらクラス関連言語は下記の通りである。 ClericAbyssal, Celestial, Infernal. 僧侶:奈落語、天界語、地獄語 DruidSylvan. ドルイド:森語 WizardDraconic. 魔術師:竜語 Small Characters 小型のキャラクター A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. 小型のキャラクターはアーマークラスに+1のサイズボーナス、攻撃ロールに+1のサイズボーナス、 隠れ身に+4のサイズボーナスを得る。 A Small character’s carrying capacity is three-quarters of that of a Medium character. 小型のキャラクターの運搬能力は、中型の4分の3である。 A Small character generally moves about two-thirds as fast as a Medium character. 小型のキャラクターの一般に中型の3分の2である。 A Small character must use smaller weapons than a Medium character. 小型のキャラクターは中型に比して小さな武器を使わなければならない。 Humans 人間 Medium As Medium creatures, humans have no special bonuses or penalties due to their size. 中型:中型のクリーチャーである。人間はサイズによるボーナスもペナルティももたない。 Human base land speed is 30 feet. 人間の地上移動速度は30フィートである。 1 extra feat at 1st level. 1レベルで追加の特技を一つえる。 4 extra skill points at 1st level and 1 extra skill point at each additional level. 1レベル及び、レベルがあがるごとに、4技能ポイントを得る。 Automatic Language Common. Bonus Languages Any (other than secret languages, such as Druidic). See the Speak Language skill. 自動習得言語:共通語 ボーナス言語:なんでも(ただし、秘密の言語、ドルイド語等は除く)、言語会話技能を参照。 Favored Class Any. When determining whether a multiclass human takes an experience point penalty, 適性クラス:なんでも。マルチクラスによる経験点ペナルティを得るときに決定される。 his or her highest-level class does not count. 一番レベルが高いクラスはマルチクラスによる経験点ペナルティを計算するさい、除外する。 ドワーフ Dwarves モンスターのドワーフの項目も参照すること。 Also see the Dwarf monster listing. +2耐久力、-2魅力 2 Constitution, -2 Charisma. 中型 中型のクリーチャー。ドワーフはそのサイズによりいかなるボーナスもペナルティもえない。 Medium As Medium creatures, dwarves have no special bonuses or penalties due to their size. ドワーフの基本地上速度は20フィート。さらに、ドワーフは中装鎧または重装鎧を着ていても、 また、重荷重であったとしても20フィートで移動できる。 (その他のクリーチャーはそのような状況では、その移動速度が減少する) Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Darkvision Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. 闇視 ドワーフは闇の中でも60フィート見渡すことができる。 闇視は白黒で色はないが、その点を除いては通常の視覚と同じである。 完全に光がない状態でも機能する。 Stonecunning This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Weapon Familiarity Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. 武器親和性 ドワーフはドワーフ戦斧とドワーフアーゴッシュurgroshesを特殊武器でなく軍用武器と扱う。 Stability A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). 安定性 ドワーフは+4ボーナスを突き飛ばしと足払いへの対抗判定にえる。 ただし、ドワーフが地面に立っている場合に限る。 (登攀中、飛行中、騎乗中は地面に立っているとみなされない。) 2 racial bonus on saving throws against poison. 2 racial bonus on saving throws against spells and spell-like effects. 1 racial bonus on attack rolls against orcs and goblinoids. 4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. 2 racial bonus on Appraise checks that are related to stone or metal items. 2 racial bonus on Craft checks that are related to stone or metal. +2種族ボーナス 毒に対するセーヴィングスロー +2種族ボーナス 呪文と擬似呪文能力に対するセーヴィングスロー +1種族ボーナス オークとゴブリノイドに対する攻撃ロール +4回避ボーナス 巨人の種別からの攻撃の場合、ACに。 クリーチャーが敏捷ボーナスをACに適用できないとき、たとえば立ちすくみ状態などでは、 このボーナスも失う。 +2種族ボーナス 石と金属に関わるアイテムの鑑定判定 +2種族ボーナス 石と金属に関わる製作判定。 Automatic Languages Common and Dwarven. Bonus Languages Giant, Gnome, Goblin, Orc, Terran, and Undercommon. 自動習得言語 共通語とドワーフ語 ボーナス言語 巨人語、ノーム語、ゴブリン語、オーク語、テラン語(Terran)、地界語 Favored Class Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing 適性クラス 戦士 マルチクラスドワーフは、ファイターレベルを、 マルチクラスによる経験点ペナルティを計算する歳、除外する。 Elves Also see the Elf monster listing. エルフ モンスターリストのエルフも参照。 2 Dexterity, -2 Constitution. +2敏捷力、-2耐久力 Medium As Medium creatures, elves have no special bonuses or penalties due to their size. Elf base land speed is 30 feet. 中型 エルフは中型のクリーチャーで、そのサイズによりいかなるボーナスもペナルティも受けない。 エルフの基本地上速度は30フィートである。 Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. 魔法的睡眠に対する耐性 +2種族ボーナスを付加呪文または効果に対するセーヴに得る。 Low-Light Vision An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. 低光量視野 エルフは人間の倍見通せる。 月光、たいまつの光、似たような光にかける状況でも。 エルフはこれらの状況下でも、色と詳細を見極めることができる。 Weapon Proficiency Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. 武器習熟 エルフはロングソード、レイピア、ロングボウ(複合長弓を含む)、ショートボウ(複合短弓を含む)への軍用武器習熟をボーナス特技として得る。 2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. +2種族ボーナス 聞き耳、捜索、視認に対し。 秘密の扉、隠し扉の5フィート以内を通過したエルフは 能動的にそれを探したときかのように、捜索判定ができる。 Automatic Languages Common and Elven. Bonus Languages Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. 自動習得言語 共通語、エルフ語 ボーナス言語 ドラゴン語、ノール語、ノーム語、ゴブリン語、オーク語、森語 Favored Class Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing. 適性クラス 魔術師 マルチクラスエルフは、マルチクラスによる経験点ペナルティを計算するさいに、 ウィザードを除外することができる。 Gnomes Also see the Gnome monster listing. ノーム モンスターリストのノームも参照。 2 Constitution, -2 Strength. +2耐久力 -2筋力 Small As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. 小型 小型のクリーチャー。 ノームは+1サイズボーナスをACに得る。 +1サイズボーナスを攻撃ロールに得る。 +4サイズボーナスを隠れ身判定にえる。 ただし、人間の使っているものに比べ小さい武器を使用しなければならない。 また、ノームは持ち上げ、運搬できる限界が中型のキャラクターの3/4となる。 Gnome base land speed is 20 feet. ノームの地上基本速度は20フィートである。 Low-Light Vision A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. 低光量視野 ノームは下記のような環境で人間の2倍見通すことができる。 月明かり、松明の光、ほか同様の照明に欠ける環境。 ノームは上記のような状況でも、色や詳細を見分けることができる。 Weapon Familiarity Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons. 武器親和性 ノームはノームフックハンマーを特殊武器でなく、軍用武器として扱う。 2 racial bonus on saving throws against illusions. Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects. 1 racial bonus on attack rolls against kobolds and goblinoids. 4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. 2 racial bonus on Listen checks. 2 racial bonus on Craft (alchemy) checks. 幻術に対してのセーヴに+2種族ボーナス。 ノームが投射した幻術呪文に対してのすべてのセーヴは難易度が+1される。 この変更は同様の効果と累積する。 コボルトとゴブリン類に対する攻撃ロールに+1種族ボーナス。 巨人種別を持つモンスターに対し、ACに+4回避ボーナス。 立ちすくみ状態のような、ACへの敏捷ボーナスを失うときには、同様にボーナスは失われる。 聞き耳判定に+2種族ボーナス。 製作(錬金術)判定に+2種族ボーナス。 Automatic Languages Common and Gnome. Bonus Languages Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description. 自動習得言語 Spell-Like Abilities 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level. 擬似呪文能力 Favored Class Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty. 適性クラス Half-Elves Also see the Half-Elf monster listing. Medium As Medium creatures, half-elves have no special bonuses or penalties due to their size. Half-elf base land speed is 30 feet. Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects. Low-Light Vision A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. 1 racial bonus on Listen, Search, and Spot checks. 2 racial bonus on Diplomacy and Gather Information checks. Elven Blood For all effects related to race, a half-elf is considered an elf. Automatic Languages Common and Elven. Bonus Languages Any (other than secret languages, such as Druidic). Favored Class Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count. Half-Orcs Also see the Half-Orc monster listing. 2 Strength, -2 Intelligence, -2 Charisma. A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3. Medium As Medium creatures, half-orcs have no special bonuses or penalties due to their size. Half-orc base land speed is 30 feet. Darkvision Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all. Orc Blood For all effects related to race, a half-orc is considered an orc. Automatic Languages Common and Orc. Bonus Languages Draconic, Giant, Gnoll, Goblin, and Abyssal. Favored Class Barbarian. A multiclass half-orc’s barbarian class does not count when determining whether he takes an experience point penalty. Halflings Also see the Halfling monster listing. 2 Dexterity, -2 Strength. Small As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. Halfling base land speed is 20 feet. 2 racial bonus on Climb, Jump, Listen, and Move Silently checks. 1 racial bonus on all saving throws. 2 morale bonus on saving throws against fear This bonus stacks with the halfling’s +1 bonus on saving throws in general. 1 racial bonus on attack rolls with thrown weapons and slings. Automatic Languages Common and Halfling. Bonus Languages Dwarven, Elven, Gnome, Goblin, and Orc. Favored Class Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing. The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. ‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20.
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PlantUML https //plantuml.com/ja/ 良いんだけど、実行にJRE(JavaRuntime)が必要なのが致命的。 Mermaidの方が良いかもしれないと最近は思ってる... install for VSCode install(on VSCode) ダイアグラム シーケンス図 ユースケース図 クラス図 オブジェクト図 アクティビティ図 コンポーネント図 配置図 状態遷移図(ステートマシン図) タイミング図 tips コンテンツの位置関係を指定したい 影を消したい help 更新日: 2022年12月12日 (月) 10時53分14秒 ttp //www.aise.ics.saitama-u.ac.jp/~gotoh/SequenceDiagramByPlantUML.html -- (s1n) 2019-09-25 11 00 48 ↓ってのが使えるらしい。 @startyaml "hoge yaml"~@endyaml @startjson "hoge json"~@endjsonhttps //zenn.dev/spiegel/articles/20211107-visualize-json-by-plantuml -- (s1n) 2021-11-15 11 49 57 名前 コメント すべてのコメントを見る
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aaa DHTML ダイナミックコンテントhttp //msdn.microsoft.com/ja-jp/library/cc392340.aspx @もぐりん JavaScript-DHTMLの基本http //www.mogurin.net/index/js.dhtml.begin.inc.html VBScript VBScript Tipshttp //www.whitire.com/vbs/ PHP PHP MySQL開発日誌http //www.oopstyle.net/doc/53.html aaa
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http //miyana2m.blog2.fc2.com/blog-entry-290.html Rainlendar に web公開されている iCalendar ファイルを取り込んでみた 昨日、Rainlendar は web公開されている iCalendar 形式を取り込めないから、サーバのフォーマットに変換して...とか書いてましたが、あほでした。>自分 ちょっと落ち着いて考えたら http で .ics ファイルをローカルにダウンロードして、それを rainlandar に読み込ませるだけでいいやん、と。で、定時あけから、こちょこちょと perl で...ってできました。 あぅ、こんな簡単でよかったのか... ちょっとひっかかったのは、MacOS X の iCal から出力されたファイルを読み込む場合、ics ファイルの改行コードが Mac のそれなので CR+LF に変換してやる必要があるのと、文字コードが UTF-8 で出力されているので、perl もそれにあわせておく必要があるくらいで、いたって簡単です。 試してませんが、Google Calendar でもできると思う。たぶん。 データが使い回せるって、やっぱいいですね。 実際には複数のカレンダーをローカルに保存しているので少しいじっているのですが、こんな感じのコードです。ActivePerl 5.8 で、UTF-8 で保存して使ってます。 use Win32 Internet; $INET = new Win32 Internet(); $url = "icsファイルのURL"; $file = $INET- FetchURL($url); $file =~ s/\x0D\x0A/\n/g;#改行コードをCR+LFに $my_output_file = "ローカルに保存するicsファイルパス"; open(OUT, " $my_output_file"); print(OUT $file); close(OUT);
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import pandas as pd import numpy as np import matplotlib.pyplot as plt class Perceptron(object) def __init__(self, eta=0.01, n_iter=10) self.eta = eta self.n_iter = n_iter def fit(self, X, y) self.w_ = np.zeros(1 + X.shape[1]) self.errors_ = [] for _ in range(self.n_iter) errors = 0 for xi, target in zip(X, y) update = self.eta * (target - self.predict(xi)) self.w_[1 ] += update * xi self.w_[0] += update errors += int(update != 0.0) self.errors_.append(errors) return self def net_input(self, X) return np.dot(X, self.w_[1 ]) + self.w_[0] def predict(self, X) return np.where(self.net_input(X) = 0.0, 1, -1) df = pd.read_csv( https //archive.ics.uci.edu/ml/machine-learning-databases/iris/iris.data , header=None) y = df.iloc[0 100, 4].values x = df.iloc[0 100, [0, 2]].values y = np.where(y == Iris-setosa , -1, 1) ppn = Perceptron(eta=0.1, n_iter=10) ppn.fit(x, y) plt.plot(range(1, len(ppn.errors_) + 1), ppn.errors_,marker= o ) plt.show()