約 2,501,238 件
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Skimmer 概要 機種:水上小型セスナ機 和音:スキマー ドア:2枚 乗員:2名 実機:セスナ150G スカイホーク(水上飛行機仕様) 出現位置 LCS:未実装 VCS:東の島解禁後に出現ダウンタウンの桟橋(固定) オーシャンビーチの灯台。PS2版のみ(サブミッション) メインミッション「From Zero to Hero」クリア後の3つ目の隠れ家。PS2版のみ(購入) 解説 Dodoがベースの水上飛行機。VCから登場。 水上飛行機なので水上からの離陸が可能だが、陸地からは出来ない。 陸地でも多少は動かせたVCとは違い、陸地に着陸すると全く動かせなくなってしまう。 VCではDodoのようなカラーリングだったが今作では灰色になっている。CWC・チートデバイスを利用すると塗装が可能。 雨天時は海の波が高くなり、波に乗ると飛行機が少し跳ねてしまい、そして海に着水したと同時にもの凄く減速してしまう。 この乗り物はある程度スピードを上げないと飛び立てないので、雨天時には使い物にならない。 とは言え、バイスシティでは雨は滅多に降らないので、あまり気にする現象ではないだろう。 PS2版ではオーシャンビーチの灯台に出現する個体に乗るとサブミッションが始まる。PSP版ではそもそも出現しない。 CWCやチートデバイスを使用しない場合における、最高の高度よりさらに上へ飛ぶことが唯一可能な乗り物でもある。 画像 VCS VC SA 実機 セスナ150G スカイホーク(水上飛行機仕様)
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まとめサイト作成支援ツールについて @wikiにはまとめサイト作成を支援するツールがあります。 また、 #matome_list と入力することで、注目の掲示板が一覧表示されます。 利用例)#matome_listと入力すると下記のように表示されます #matome_list
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概要 トークオーバー機能等を搭載したDJコントローラー。VirtualDJ 5 DJC Edition同梱。 DJConsole Rmx +スペック表・DJConsole Rmx スペック表 Cutting-edge DJ controller with built-in audio for live and studio use Audio built for DJing Mic input for talk-over Headphone output 2 stereo outputs 4 x ¼" jack mono out (+4dBu) for pro gear 4 RCA mono out (-10dBv) for standard gear 2 stereo inputs Plug mix external sources with MP3s Metal casing Aluminum plate on top Metal sheet on bottom Comfortable controls 35x25cm / 13.8"x10.7" Comfortable mixing Space for your fingers TECHNICAL SPECIFICATIONS Precise jog wheels and faders for mixing 2 JOG WHEELS Functions Emulate vinyl turntables so that turning the jog wheel moves the cursor backward or forward within music tracks to select the cue point where playback will start for the audience. Add effects to music playback such as instant speed up, instant slow down, and scratching. Settings Adjustable resistance makes the jog wheels more or less resistant, according to the DJ’s preference. Adjustable accuracy mix with jog wheels set at their default accuracy, or divide it by 2 or 4. Use with Scratch On/Off button changes the jog wheels’ function Fine tuning slow down or speed up playback, like when a DJ gives a record a push. Scratching makes a scratch sound, like when a DJ puts his hand on a record during playback (stopping the record’s rotation) and moves it backward and forward. 6 FADERS (SLIDERS) 1 Cross fader DJ Console Rmx plays 1 stereo music track per deck (2 stereo music tracks simultaneously). The cross fader moves between the left and right decks, allowing the DJ to adjust the mix between the 2 tracks. Setting the cross fader completely to the right means that the mix (the music the audience hears) comes 100% from the right deck the audience doesn’t hear the music played on the left deck. Setting the cross fader in the center means that the music comes 50% from the left deck and 50% from the right, and so on. 2 Pitch faders Change the pitch = change the playback speed of a track, increasing or reducing its BPM (Beats Per Minute) rate, in order to make dancing easy by setting new music tracks at the same BPM as the previous track so that dancers don’t need to change their rhythm during the transition from one track to another. Changing the pitch changes the music’s speed and tone faster means higher tone, slower means lower tone. The DJ can keep the same tone by enabling the master tempo effect before changing the pitch so that the pitch slider only changes the tempo instead of the pitch. 3 Volume faders "Deck A volume fader" controls the volume of the music played on deck A. "Deck B volume fader" controls the volume of the music played on deck B. "Main volume fader" controls the master volume. Changing the volume on deck A or deck B lets the DJ adjust transitions between the 2 decks. Rotary controls for adjusting audio EQUALIZATION 6 rotary equalization potentiometers (3 per deck Bass, Medium, and Treble) Add color to your music with customs settings Make dancing easier by enhancing the bass (the bass provides the tempo for dancing). Remix songs by boosting the mids (the mids contain the singer’s voice) on 1 track and mixing it with another track on the other deck, where you’ve cut the mids. Make transitions between 2 music tracks using bass Synchronize the 2 tracks move the pitch fader to set both tracks at the same BPM. Cut off the mids and treble on both decks, keeping only the beat of the bass. Move the cross fader from the first deck to the second, while restoring the mids and treble. 6 kill buttons (3 per deck Bass, Medium, and Treble) Push the buttons to cut off or restore the frequency band. This is a faster way to cut off or restore a frequency band than using the rotary potentiometers. GAIN 2 rotary gain potentiometers (1 per deck) Increase or decrease the level of the tracks on each deck to put the track played on left deck at the same volume as the track played on the right deck, even if they were recorded at different levels. Gain lets the DJ compensate for different levels between tracks so that the volume is the same on both tracks when the volume faders for both tracks are set to the maximum levels. When the DJ connects external sources to Deck A (left deck) or B (right deck), setting the gain makes it possible to compensate for differences in volume between external sources and computer audio files. BALANCE 1 rotary balance potentiometer Sets the balance of the main output (1-2) between the left and the right channels. HEADPHONE CONTROLS 1 rotary Monitor Select potentiometer The Monitor Select potentiometer lets the DJ select the music played on the headphone output, either Previewing (the track selected with the Cue Select buttons), or Deck A + Deck B, Or a mix of the 2 tracks, when the Monitor Select position is between these 2 settings. 2 Cue Select buttons (1 per deck) Selects the deck the DJ previews on the headphones Cue Select Deck A or Cue Select Deck B. 1 rotary Headphone volume potentiometer Sets the volume on the headphone output, whether the headphones are plugged into the top or front panel of the controller. MICROPHONE CONTROLS 1 rotary Microphone volume potentiometer Sets the volume of the microphone input. 1 Microphone On/Off button, with talk-over control Enables/mutes the microphone, and simultaneously attenuates/restores the background music level. DJ buttons for instant DJing controls BROWSER PUSH BUTTONS 4 buttons for browsing within music libraries (Up, Down, Left, Right) Up/down buttons move to the previous (Up) or next (Down) music file/directory. Left/right buttons switch the root directory (Left) or enter a directory (Right). 2 load buttons (Load Deck A, Load Deck B) Load the highlighted music track on the left deck (Load Deck A) or the right deck (Load Deck B). SOURCE BUTTONS 2 buttons Source 1 and Source 2 Replace the computer track played on Deck A with the audio source connected to inputs 1-2 when you push the "Source 1" button. Return to the computer track when you push the "Source 1" button again. Replace the computer track played on Deck B with the audio source connected to inputs 3-4 when you push the "Source 2" button. Return to the computer track when you push the "Source 2" button again. Enabling an external audio source requires adjusting the gain control for the deck in question. PITCH SETTINGS 6 buttons (3 per deck) in addition to the pitch faders Pitch Reset (1 button per deck) Gradually resets the pitch of the music to the original pitch, whatever the pitch fader position. Beat Lock (1 button per deck) In VirtualDJ 5 DJC Edition, this button switches the Master Tempo on/off. Master Tempo locks the music to its current tone, allowing the DJ to change the tempo without changing the tone. Sync (1 button per deck) = Synchronization Pushing the Sync button on a deck adjusts the speed (BPM) of the music played on the deck to the same speed (BPM) as the music played on the other deck. PLAY/PAUSE, CUE AND STOP 6 buttons (3 per deck) Play starts the music playback, pause stops it at its current position in the track. Cue places a cue point (a marker where playback should start) at the current position in the track. Stop halts playback and places the cursor at the Cue point. BACKWARD/FORWARD 4 buttons (2 per deck) Quickly move the cursor within music tracks. EFFECTS AND LOOPS BUTTONS 1 TO 6 12 buttons (6 per deck) Loop In/Loop Out buttons (Buttons 1 and 4) Loop In button places a marker at the start point of a loop, Loop Out button sets the end point of a loop. Buttons 2, 3, 5, 6 special effects buttons to apply effects such as Flanger, Beat-grid, Flipping Double and Reverse to music tracks. Audio interface tailored for DJing 4 AUDIO INPUTS 2 stereo audio inputs 2 pairs of dual RCA connectors The DJ can replace the computer audio track played on deck A with the music played on inputs 1-2, and replace the audio track on deck B with the music played on inputs 3-4. With these 2 stereo inputs, Hercules DJ Console Rmx provides hybrid mixing the DJ mixes computer audio tracks on 1 deck with the analog audio source on the other deck. The DJ can equalize the external audio source or set its volume as with a computer audio track. 2 Phono/Line switches with a ground for each phono input The DJ can set the preamp level for each stereo input to line (CD/MP3 player) or phono (turntable) level. In addition to mixing analog vinyl records, the phono/line level lets the DJ mix time-coded vinyl/CDs. Use in conjunction with 2 Source buttons (1 per deck) These buttons enable/disable the audio inputs, replacing the computer audio track on each deck. Use in conjunction with 2 gain potentiometers (1 per deck) The DJ can adjust the level of the external source to match the level of computer audio playback. 4 AUDIO OUTPUTS 4 x ¼" jack mono connectors (Outputs 1, 2, 3, 4) Play the mix at +4dBu on outputs 1-2 and the preview on outputs 3-4 with VirtualDJ 5 DJC to connect DJ Console Rmx to a PA system. 4 RCA connectors (Outputs 1, 2, 3, 4) Play the mix at -10dBv on outputs 1-2 and the preview on outputs 3-4 with VirtualDJ 5 DJC to connect DJ Console Rmx to a hi-fi system. Connect the ¼" jack outputs to a PA system to play the mix for the audience while simultaneously connecting the RCA outputs to the audio line input on another computer to broadcast the mix online. Play Deck A on outputs 1-2 and Deck B on outputs 3-4 (with VirtualDJ 5 Pro or another application) and export the mix to an external mixer. HEADPHONE OUTPUT 1 headphone output (2 stereo ¼" jack plugs, located on the top and front panels of the controller) Preview music on your headphones. Set the headphone volume using the volume potentiometer located on the top panel. Made for DJ headphones (stereo, impedance from 16 to 64 Ohms). MICROPHONE INPUT 1 microphone input (2 mono ¼" jack plugs, located on the top and front panels of the controller) Talk over the music (mix the microphone input with audio outputs 1-2) Use the microphone as a music track replace the music on Deck A with the microphone input. MINIMUM CONFIGURATION PC minimum requirements 1GHz CPU or higher / 512MB RAM MS Windows® XP / Vista / 7 (32/64-bit) / 8 (32/64-bit) Mac minimum requirements 1.5GHz CPU or higher / 512MB RAM Mac OS® 10.4 / 10.5 / 10.6 DJConsole Rmx 2 DJConsole Rmx 2 DJConsole RMX 2 Premium TR DJConsole RMX 2 Black-Gold +スペック表・DJConsole Rmx 2 DJ Audio Interface High Resolution Audio 96KHz / 24-bit in Windows (ASIO) Mac (Core Audio) Supports lower sampling rates (44.1 / 48 / 88.2 KHz) Outputs Output channels 1-2 2 balanced XLR = Master out Strong level, for public address amplifiers Balanced output = music protected from interferences in cables 2 RCA = Booth out Use = for monitor speakers, close from the DeeJay Output channels 3-4 2 stereo ¼" jack headphones outputs 2 RCA output (to connect to an external mixer) Inputs 4-channel input in RCA, to mix 2 external sources Line/Phono switches for line or phono sources Level setting (software) standard (line), boost (CDJ players) Microphone input XLR/Jack combo plug, balanced Balanced input, for the best sound with high-end microphones Also support consumer unbalanced microphones Talk-over the mix DJ Control Surface 2-deck DJ Controller 36 transport buttons 12 rotary potentiometers 8 velocity sensitive pads 5 faders 2 rotary encoders 2 jog wheels with pressure detection Transport buttons DJConsole Rmx2 transport buttons are made of A tactile switch with a short travel and a detent, A rubber cap with a smooth contact, and 22 buttons include an inner backlight showing the status. Rotary potentiometers 2 potentiometers (microphone and headphones volume) set an analogue volume (setting headphones mic preamplifiers). 10 other rotary potentiometers send an extended MIDI control (14-bit MIDI mode, compatible with standard 7-bit MIDI control). All rotary potentiometers have a rubber cap. Velocity sensitive pads Each deck has 2 sets of 4 pads, with 4 modes per pad (Loop, Effect, Sample, Cue), providing 16 controls per deck. As pads are velocity sensitive, they can send progressive commands (for example set the volume of a sample). All pads include a backlight. Faders 5 faders send an extended MIDI control (14-bit MIDI mode, compatible with standard 7-bit MIDI control). The volume and pitch faders have a rubber pad. The pitch fader has a centre detent. The cross-fader is removable (its slot fits with a Mini-Innofader®). Encoders The encoders can modulate the effects sent via the pads. The encoders have a rubber pad. Jog- wheels The jog wheels use a pressure detection to set the scratch on/off. A side LED shows the status of the pressure detection. BOX CONTENTS Hercules DJConsole Rmx2 USB cable, transport bag, power adapter CD with PC/Mac DJ software Printed installation guide + online manual MINIMUM CONFIGURATION Computer CPU 1.5 GHz or faster CoreTM 2 Duo or AMD 64-bit 2 GB of RAM or more Powered USB port 100 MB available disk space CD/DVD-ROM drive Internet access Amplified stereo speakers and headphones Operating system (32/64-bit) MS Windows® XP/Vista/7/8 or Mac OS® 10.6,10.7, 10.8 (Core Duo) DJConsole Rmx 2 https //www.hercules.com/us/advanced-controllers/bdd/p/193/djconsole-rmx-2/ DJConsole RMX 2 Premium TR nolink(https //www.hercules.com/uk/advanced-controllers/bdd/p/234/djconsole-rmx-2-premium-tr/9 DJConsole RMX 2 Black-Gold http //www.hercules.com/uk/advanced-controllers/bdd/p/240/djconsole-rmx-2-black-gold/
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CustomComboActivation参加者リスト(6月20日0時現在) アルカプ3事前登録者27名、KOF13事前登録者26名 UltimateMarvel vs Capcom 3 プレイヤーネーム 参加に向けて一言 ABEGEN 久しぶりの日本での大会です。皆さんよろしくお願いします! せんてんす 新卒新社会人ですが、身体を壊さない程度に楽しみたいと思います! イヌチヨ 事故はおこるさ NAF|対魔忍 夏目!夏目!夏目!夏目ぅぅうううわぁああ…(中略)…俺の想いよ夏目へ届け!!町田の夏目へ届け! なめ PSパッド勢なのでパッド認証の練習頑張ります! ちくわ 魔界から来ました クロヤ たいつ ポキッ OGTY えらいこっちゃえらいこっちゃ ウダテラス Don t get so cocky. へばてん ズンチャ♪ズンチャ♪ズンチャ♪ズンチャ♪ズンチャ♪ズンチャチャ♪ とのさま エヌケン 嬉しくってよぉ 加減きかねえぜ! 真城 大会と聞いて我慢できずに駆け付けました 御粗末 今月もノーマネーでフィニッシュです カキ アルカプは1年以上触ってません たこひろ KOF zettai REID 遊びに行きやす。 あずき猫 アルカプ初プレイ!お手柔らかに! パム アルカプの集まりは初めてです TSS Takumi がんばりまっす! animus 途中で寝てたら起こさないで下さい たけ HIKAKINよりたれぞう派です もん シュマちゃんLOVE!! オルメン ボタンを押してやる気アピール AFM ディスコビジランテ ってかLINEやってるぅ? King of Fighters 13 プレイヤーネーム 参加に向けて一言 せんてんす 新卒新社会人ですが、身体を壊さない程度に楽しみたいと思います! イヌチヨ 事故はおこるさ NAF|対魔忍 夏目!夏目!夏目!夏目ぅぅうううわぁああ…(中略)…俺の想いよ夏目へ届け!!町田の夏目へ届け! ミュー C連打します! にけー 正しい対戦なんて、あるもんか ウダテラス Don t get so cocky. へばてん ズンチャ♪ズンチャ♪ズンチャ♪ズンチャ♪ズンチャ♪ズンチャチャ♪ エヌケン 嬉しくってよぉ 加減きかねえぜ! リンゴ 楽しみ ちょり 俺様が不滅隊特攻隊長だ!ぶっこんでクンでよろしくぅ! タナ 楽しみです! まう やりまう シギー カキ アルカプは1年以上触ってません たこひろ KOF 書記 俺がバーサスの書記だ。 じゃむ子 酒を飲みながらゲームができると聞いて。 あずき猫 アルカプ初プレイ!お手柔らかに! こうこう ときどさん素晴らしい パム アルカプの集まりは初めてです ピクニック 中級者代表 もぶsカスタム よろしくお願いします オルメン ボタンを押してやる気アピール がく 総+数10000 drassill very nice tournament しんじ SSFIV Arcade FightStick TE "S" スーパーストリートファイターIV アーケード ファイトスティック トーナメントエディション"S" PlayStation3 (白) SSFIV Arcade FightStick TE "S" スーパーストリートファイターIV アーケード ファイトスティック トーナメントエディション"S" PlayStation3 (黒)
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naga Todo 2.19 Exercise 2.17 (define (last-pair list) (if (null? (cdr list)) list (last-pair (cdr list)))) ;;gosh (last-pair (list 23 72 149 34)) ;;(34) Exercise 2.18 (define (reverse_r l) (if (null? l) () (append (reverse_r (cdr l)) (list (car l))))) (define (reverse_i l) (define (reverse_iter l rl) (if (null? l) rl (reverse_iter (cdr l) (cons (car l) rl)))) (reverse_iter l ())) ;;gosh (define a (list 1 4 9 16 24)) ;;a ;;gosh (reverse_r a) ;;(24 16 9 4 1) ;;gosh (reverse_i a) ;;(24 16 9 4 1) Exercise 2.19 後日 Exercise 2.20 (define (same-parity-r x . y) (let ((even/odd? (if (even? x) even? odd?)) (items (cons x y))) (define (rec l) (cond ((null? l) l) ((even/odd? (car l)) (cons (car l) (rec (cdr l)))) (else (rec (cdr l))))) (rec items))) (define (same-parity-i x . y) (let ((even/odd? (if (even? x) even? odd?))) (define (iter y l) (cond ((null? y) (cons x (reverse l))) ((even/odd? (car y)) (iter (cdr y) (cons (car y) l))) (else (iter (cdr y) l)))) (iter y ()))) ;;gosh (same-parity-i 1 2 3 4 5 6 7) ;;(1 3 5 7) ;;gosh (same-parity-i 2 3 4 5 6 7) ;;(2 4 6) ;;gosh (same-parity-r 1 2 3 4 5 6 7) ;;(1 3 5 7) ;;gosh (same-parity-r 2 3 4 5 6 7) ;;(2 4 6) Exercise 2.21 (define (square-list-r l) (if (null? l) () (cons (square (car l)) (square-list-r (cdr l))))) (define (square-list-m l) (map square l)) ;;gosh (square-list-r (list 1 2 3 4)) ;;(1 4 9 16) ;;gosh (square-list-m (list 1 2 3 4)) ;;(1 4 9 16) Exercise 2.22 ;; square-list-1ではanswerにはthingsの最初の項が最後に、thingsの次の項が最後から2番目にとlistされるため。 (define (square-list-1 items) (define (iter things answer) (if (null? things) answer (iter (cdr things) (cons (square (car things)) answer)))) (iter items ())) ;; square-list-2ではanswerのcar部にこれまでの結果が、cdr部にsquareのドットペアを生成している。 (define (square-list-2 items) (define (iter things answer) (if (null? things) answer (iter (cdr things) (cons answer (square (car things)))))) (iter items ())) ;; 素直に (define (square-list-3 items) (define (iter things answer) (if (null? things) (reverse answer) (iter (cdr things) (cons (square (car things)) answer)))) (iter items ())) ;;gosh (square-list-1 (list 1 2 3 4)) ;;(16 9 4 1) ;;gosh (square-list-2 (list 1 2 3 4)) ;;((((() . 1) . 4) . 9) . 16) ;;gosh (square-list-3 (list 1 2 3 4)) ;;(1 4 9 16) Exercise 2.23 (define (for-each proc items) (if (null? items) #t (begin (proc (car items)) (for-each proc (cdr items))))) ;;gosh (for-each (lambda (x) (newline) (display x)) (57 321 88)) ;; ;;57 ;;321 ;;88#t Exercise 2.24 ;; (1 (2 (3 4))) ;; / nilのつもり ;; [1 ]- [ / ] ;; | ;; [2 ]- [ / ] ;; | ;; [3 ]- [4 / ] ;; treeは省略 ;;gosh (list 1 (list 2 (list 3 4))) ;;(1 (2 (3 4))) Exercise 2.25 ;;gosh (car (cdr (car (cdr (cdr (1 3 (5 7) 9)))))) ;;7 ;;gosh (car (car ((7)))) ;;7 ;;gosh (car (cdr (car (cdr (car (cdr (car (cdr (car (cdr (car (cdr (1 (2 (3 (4 (5 (6 7)))))))))))))))))) ;;7 Exercise 2.26 ;; (append x y) - (1 2 3 4 5 6) ;; (cons x y) - ((1 2 3) 4 5 6) ;; (list x y) - ((1 2 3) (4 5 6)) ;;gosh (define x (1 2 3)) ;;x ;;gosh (define y (4 5 6)) ;;y ;;gosh (append x y) ;;(1 2 3 4 5 6) ;;gosh (cons x y) ;;((1 2 3) 4 5 6) ;;gosh (list x y) ;;((1 2 3) (4 5 6)) Exercise 2.27 (define (deep-reverse l) (if (null? l) () (append (deep-reverse (cdr l)) (list (if (pair? (car l)) (deep-reverse (car l)) (car l)))))) ;;gosh (define x (( 1 (1 2)) ((3 4) 4))) ;;x ;;gosh x ;;((1 (1 2)) ((3 4) 4)) ;;gosh (deep-reverse x) ;;((4 (4 3)) ((2 1) 1)) kacchi氏の解答のほうがきれい。 Exercise 2.28 (define (fringe tree) (cond ((null? tree) ()) ((pair? tree) (append (fringe (car tree)) (fringe (cdr tree)))) (else (list tree)))) ;;gosh x ;;((1 (1 2)) ((3 4) 4)) ;;gosh (fringe x) ;;(1 1 2 3 4 4) ;;gosh (fringe (list x x)) ;;(1 1 2 3 4 4 1 1 2 3 4 4) Exercise 2.29 ;; constructor (define (make-mobile left right) (list left right)) (define (make-branch length structure) (list length structure)) ;; a. seletor (define (left-branch m) (car m)) (define (right-branch m) (cadr m)) (define (branch-length b) (car b)) (define (branch-structure b) (cadr b)) ;; b. total-weight (define (total-weight m) (let ((left-s (branch-structure (left-branch m))) (right-s (branch-structure (right-branch m)))) (+ (if (number? left-s) left-s (total-weight left-s)) (if (number? right-s) right-s (total-weight right-s))))) ;; c. balanced? (define (balanced? m) (define (rec m) (let ((left (branch-structure (left-branch m))) (right (branch-structure (right-branch m)))) (let ((left-w (if (number? left) left (rec left))) (right-w (if (number? right) right (rec right))) (left-l (branch-length (left-branch m))) (right-l (branch-length (right-branch m)))) (if (and (number? left-w) (number? right-w) (= (* left-w left-l) (* right-w right-l))) (+ left-w right-w) #f)))) (number? (rec m))) ;; d. ;; constructor (define (d) ;-----以下のconstructorとselectorを使う時はコメントアウトする。 (define (make-mobile left right) (cons left right)) (define (make-branch length structure) (cons length structure)) ;; seletor (define (left-branch m) (car m)) (define (right-branch m) (cdr m)) (define (branch-length b) (car b)) (define (branch-structure b) (cdr b)) ) ;------ ;; test data -- 長さ 1 数字 : 錘 ;; --+------ ;; | | ;; ----+-- 2 ;; | | ;; 2 4 (define bl2w2 (make-branch 2 2)) (define bl1w4 (make-branch 1 4)) (define mbl2w2bl1w4 (make-mobile bl2w2 bl1w4)) (define bl3w2 (make-branch 3 2)) (define bl1mbl2w2bl1w4 (make-branch 1 mbl2w2bl1w4)) (define m-top (make-mobile bl1mbl2w2bl1w4 bl3w2)) (define bl2w3 (make-branch 2 3)) (define mbl2w3bl1w4 (make-mobile bl2w3 bl1w4)) (define bl1mbl2w3bl1w4 (make-branch 1 mbl2w3bl1w4)) (define m-top-x (make-mobile bl1mbl2w3bl1w4 bl3w2)) ;;gosh (total-weight m-top) ;;8 ;;gosh (total-weight m-top-x) ;;9 ;;gosh (balanced? m-top) ;;#t ;;gosh (balanced? m-top-x) ;;#f Exercise 2.30 (define (square-tree-d t) (cond ((null? t) ()) ((number? t) (square t)) (else (cons (square-tree-d (car t)) (square-tree-d (cdr t)))))) (define (square-tree-m t) (map (lambda (st) (if (pair? st) (square-tree-m st) (square st))) t)) ;;gosh tree ;;(1 (2 (3 4) 5) (6 7)) ;;gosh (square-tree-d tree) ;;(1 (4 (9 16) 25) (36 49)) ;;gosh (square-tree-m tree) ;;(1 (4 (9 16) 25) (36 49)) Exercise 2.31 (define (tree-map f t) (map (lambda (st) (if (pair? st) (tree-map f st) (f st))) t)) ;;gosh (define tree (list 1 (list 2 (list 3 4) 5) (list 6 7))) ;;tree ;;gosh (define (square-tree tree) (tree-map square tree)) ;;square-tree ;;gosh (square-tree tree) ;;(1 (4 (9 16) 25) (36 49)) Exercise 2.32 (define (subsets s) (if (null? s) (list ()) (let ((rest (subsets (cdr s)))) (append rest (map (lambda (x) (cons (car s) x)) rest))))) ;;gosh (display (subsets (1 2 3))) ;;(() (3) (2) (2 3) (1) (1 3) (1 2) (1 2 3))# undef ;;letの変数の値を求める処理が引数のcdrをとる再帰となっているので、 ;; sの値 restの値 mapの結果 subsetsの値 ;; 1. () - - (()) ;; 2. (3) (()) (3) (() (3)) ;; 3. (2 3) (() (3)) ((2) (2 3)) (() (3) (2) (2 3)) ;; 4. (1 2 3) (() (3) (2) (2 3)) ((1) (1 3) (1 2) (1 2 3)) (() (3) (2) (2 3) (1) (1 3) ;; (1 2) (1 2 3) Exercise 2.33 (define (map-n p sequence) (accumulate (lambda (x y) (cons (p x) y)) () sequence)) (define (append-n seq1 seq2) (accumulate cons seq2 seq1)) (define (length-n sequence) (accumulate (lambda (x y) (+ 1 y)) 0 sequence)) ;;gosh (map-n cadr ((a b) (d e) (g h))) ;;(b e h) ;;gosh (append-n (a (b)) ((c))) ;;(a (b) (c)) ;;gosh (length-n (a (b) (c d e))) ;;3 Exercise 2.34 (define (horner-eval x coefficient-sequence) (accumulate (lambda (this-coeff higher-term) (+ this-coeff (* x higher-term))) 0 coefficient-sequence)) ;;gosh (horner-eval 2 (list 1 3 0 5 0 1)) ;;79 Exercise 2.35 (define (count-leaves-a t) (accumulate + 0 (map (lambda (x) (if (pair? x) (count-leaves-a x) 1)) t))) ;;gosh (define x (cons (list 1 2) (list 3 4))) ;;x ;;gosh x ;;((1 2) 3 4) ;;gosh (count-leaves-a x) ;;4 ;;gosh (count-leaves-a (list x x)) ;;8 Exercise 2.36 (define (accumulate-n op init seqs) (if (null? (car seqs)) () (cons (accumulate op init (map car seqs)) (accumulate-n op init (map cdr seqs))))) ;;gosh (accumulate-n + 0 s) ;;(22 26 30) Exercise 2.37 (define (dot-product v w) (accumulate + 0 (map * v w))) (define (matrix-*-vector m v) (map (lambda (w) (dot-product v w)) m)) (define (transpose mat) (accumulate-n cons () mat)) (define (matrix-*-matrix m n) (let ((cols (transpose n))) (map (lambda (v) (map (lambda (w) (dot-product v w)) cols)) m))) ;;gosh m ;;((1 2 3 4) (4 5 6 6) (6 7 8 9)) ;;gosh v ;;(2 3 4 5) ;;gosh (matrix-*-vector m v) ;;(40 77 110) ;;gosh (transpose m) ;;((1 4 6) (2 5 7) (3 6 8) (4 6 9)) ;;gosh (matrix-*-matrix m (transpose m)) ;;((30 56 80) (56 113 161) (80 161 230)) Exercise 2.38 (define (fold-right op init seq) (accumulate op init seq)) (define (fold-left op init seq) (define (iter result rest) (if (null? rest) result (iter (op result (car rest)) (cdr rest)))) (iter init seq)) ;; 交換則が成り立つかな? ;;gosh (fold-right / 1 (list 1 2 3)) ;;3/2 ;;gosh (fold-left / 1 (list 1 2 3)) ;;1/6 ;;gosh (fold-right list () (list 1 2 3)) ;;(1 (2 (3 ()))) ;;gosh (fold-left list () (list 1 2 3)) ;;(((() 1) 2) 3) ;;gosh (fold-right + 0 (list 1 2 3)) ;;6 ;;gosh (fold-left + 0 (list 1 2 3)) ;;6 Exercise 2.39 (define (reverse-r seq) (fold-right (lambda (x y) (append y (list x))) () seq)) (define (reverse-l seq) (fold-left (lambda (x y) (cons y x)) () seq)) ;;gosh (define seq (1 2 3 4)) ;;seq ;;gosh (reverse-r seq) ;;(4 3 2 1) ;;gosh (reverse-l seq) ;;(4 3 2 1) Exercise 2.40 (define (uniqe-pairs n) (flatmap (lambda (i) (map (lambda (j) (list i j)) (enumerate-interval 1 (- i 1)))) (enumerate-interval 1 n))) (define (prime-sum-pairs n) (map make-pair-sum (filter prime-sum? (uniqe-pairs n)))) (define (make-pair-sum pair) (list (car pair) (cadr pair) (+ (car pair) (cadr pair)))) (define (prime-sum? pair) (prime? (+ (car pair) (cadr pair)))) ;;gosh (uniqe-pairs 5) ;;((2 1) (3 1) (3 2) (4 1) (4 2) (4 3) (5 1) (5 2) (5 3) (5 4)) ;;gosh (prime-sum-pairs 6) ;;((2 1 3) (3 2 5) (4 1 5) (4 3 7) (5 2 7) (6 1 7) (6 5 11)) Exercise 2.41 (define (ordered-triples-sum n s) (filter (lambda (triples) (let ((i (car triples)) (j (cadr triples)) (k (caddr triples))) (if (= (+ i j k) s) #t #f))) (flatmap (lambda (k) (flatmap (lambda (j) (map (lambda (i) (list i j k)) (enumerate-interval 1 j))) (enumerate-interval 1 k))) (enumerate-interval 1 n)))) ;;gosh (ordered-triples-sum 6 8) ;;((2 3 3) (2 2 4) (1 3 4) (1 2 5) (1 1 6)) ;;だと思っていたら、distinctを理解していなかった。 (define (ordered-triples-sum n s) (filter (lambda (triples) (let ((i (car triples)) (j (cadr triples)) (k (caddr triples))) (if (and ( i j k) (= (+ i j k) s)) #t #f))) (flatmap (lambda (k) (flatmap (lambda (j) (map (lambda (i) (list i j k)) (enumerate-interval 1 j))) (enumerate-interval 1 k))) (enumerate-interval 1 n)))) ;;gosh (ordered-triples-sum 6 8) ;;((1 3 4) (1 2 5)) Exercise 2.42 (define empty-board ()) (define (safe? k positions) (let ((qk (car positions))) (define (safe-colum? i rest-of-colums) (cond ((null? rest-of-colums) #t) (else (let ((qi (car rest-of-colums))) (cond ((or (= qk qi) (= (+ qk i) qi) (= (- qk i) qi)) #f) (else (safe-colum? (+ i 1) (cdr rest-of-colums)))))))) ;; (display positions) (display (safe-colum? 1 (cdr positions)))(newline) (safe-colum? 1 (cdr positions)))) (define (adjoin-position new-row k rest-of-queens) (cons new-row rest-of-queens)) (define (queens board-size) (define (queen-cols k) (if (= k 0) (list empty-board) (filter (lambda (positions) (safe? k positions)) (flatmap (lambda (rest-of-queens) (map (lambda (new-row) (adjoin-position new-row k rest-of-queens)) (enumerate-interval 1 board-size))) (queen-cols (- k 1)))))) (queen-cols board-size)) ;;gosh (queens 4) ;;((3 1 4 2) (2 4 1 3)) ;;gosh (write (queens 5)) ;;((4 2 5 3 1) (3 5 2 4 1) (5 3 1 4 2) (4 1 3 5 2) (5 2 4 1 3) (1 4 2 5 3) (2 5 3 1 4) (1 3 5 2 4) (3 1 4 2 5) (2 4 1 3 5))# undef ;;gosh (length (queens 8)) ;;92 kが使えてない! 対称形の考慮など奥深そうな問題だけど・・・ Exercise 2.43 ;; queen-colsの呼ばれる回数は、board-sizeをnとすると ;; queens-a : カラムに対して一度 - 1+n ;; queens-b : カラムの各ロウに対して再帰的にカラム数だけ - ;; 1+n^1+n^2+n^3+...+n^n ;; 時間の推定は??? (define (queens-a board-size) (let ((cc 0) (sc 0)) (define (queen-cols k) (set! cc (+ cc 1)) ;;(display "queens-cols ") (display k) (display " ") (if (= k 0) (list empty-board) (filter (lambda (positions) (set! sc (+ sc 1)) (safe? k positions)) (flatmap (lambda (rest-of-queens) (map (lambda (new-row) (adjoin-position new-row k rest-of-queens)) (enumerate-interval 1 board-size))) (queen-cols (- k 1)))))) (queen-cols board-size) (display cc) (display " ") (display sc) (display " ") (display (* 1.0 (/ sc cc))))) (define (queens-b board-size) (let ((cc 0) (sc 0)) (define (queen-cols k) (set! cc (+ cc 1)) ;; (display "queens-cols ") (display k) (display " ") (if (= k 0) (list empty-board) (filter (lambda (positions) (set! sc (+ sc 1)) (safe? k positions)) (flatmap (lambda (new-row) (map (lambda (rest-of-queens) (adjoin-position new-row k rest-of-queens)) (queen-cols (- k 1)))) (enumerate-interval 1 board-size))))) (queen-cols board-size) (display cc) (display " ") (display sc)(display " ") (display (* 1.0 (/ sc cc))))) ;;gosh (queens-a 3) ;;4 18# undef ;;gosh (queens-b 3) ;;40 60# undef ;;gosh (queens-a 4) ;;5 60# undef ;;gosh (queens-b 4) ;;341 624# undef ;;gosh (queens-a 5) ;;6 220# undef ;;gosh (queens-b 5) ;;3906 8160# undef ;;gosh (queens-a 6) ;;7 894# undef ;;gosh (queens-b 6) ;;55987 128904# undef Exercise 2.44 (define (up-split painter n) (if (= n 0) painter (let ((smaller (up-split painter (- n 1)))) (below painter (beside smaller smaller))))) Exercise 2.45 (define (split op1 op2) (lambda (painter n) (if (= n 0) painter (let ((smaller ((split op1 op2) painter (- n 1)))) (op1 painter (op2 smaller smaller)))))) (define right-split (split beside below)) (define up-split (split below beside)) ;;(plot (corner-split wave 4)) Exercise 2.46 ;; constructor (define (make-vect x y) (cons x y)) ;; selectors (define (xcor-vect v) (car v)) (define (ycor-vect v) (cdr v)) ;; operations (define (add-vect v1 v2) (make-vect (+ (xcor-vect v1) (xcor-vect v2)) (+ (ycor-vect v1) (ycor-vect v2)))) (define (sub-vect v1 v2) (add-vect v1 (scale-vect -1 v2))) (define (scale-vect s v) (make-vect (* s (xcor-vect v)) (* s (ycor-vect v)))) ;;gosh (define v21 (make-vect 2 1)) ;;v21 ;;gosh v21 ;;(2 . 1) ;;gosh (xcor-vect v21) ;;2 ;;gosh (ycor-vect v21) ;;1 ;;gosh (define v-24 (make-vect -2 4)) ;;v-24 ;;gosh (add-vect v21 v-24) ;;(0 . 5) ;;gosh (sub-vect v21 v-24) ;;(4 . -3) ;;gosh (scale-vect 2 v21) ;;(4 . 2) Exercise 2.47 ;; constructor (define (make-frame origin edge1 edge2) (list origin edge1 edge2)) ;; selectors (define (origin-frame f) (car f)) (define (edge1-frame f) (cadr f)) (define (edge2-frame f) (caddr f)) ;; constructor-2 (define (make-frame-p origin edge1 edge2) (cons origin (cons edge1 edge2))) ;; selectors (define (origin-frame-p f) (car f)) (define (edge1-frame-p f) (cadr f)) (define (edge2-frame-p f) (cddr f)) ;;gosh (define origin (make-vect 1 1)) ;;origin ;;gosh (define edge1 (make-vect 2 2)) ;;edge1 ;;gosh (define edge2 (make-vect 3 3)) ;;edge2 ;;gosh (define frame (make-frame origin edge1 edge2)) ;;frame ;;gosh (origin-frame frame) ;;(1 . 1) ;;gosh (edge1-frame frame) ;;(2 . 2) ;;gosh (edge2-frame frame) ;;(3 . 3) ;;gosh (define frame-p (make-frame-p origin edge1 edge2)) ;;frame-p ;;gosh (origin-frame-p frame-p) ;;(1 . 1) ;;gosh (edge1-frame-p frame-p) ;;(2 . 2) ;;gosh (edge2-frame-p frame-p) ;;(3 . 3) Exercise 2.48 ;; constructor (define (make-segment sv ev) (cons sv ev)) ;; selectors (define (start-segment s) (car s)) (define (end-segment s) (cdr s)) Exercise 2.49 ;; a (define frame-painter (segments- painter (list (make-segment (make-vect 0 0) (make-vect 1 0)) (make-segment (make-vect 1 0) (make-vect 1 1)) (make-segment (make-vect 1 1) (make-vect 0 1)) (make-segment (make-vect 0 1) (make-vect 0 0))))) ;; b (define X-painter (segments- painter (list (make-segment (make-vect 0.0 0.0) (make-vect 1.0 1.0)) (make-segment (make-vect 1.0 0.0) (make-vect 0.0 1.0))))) ;; c (define diamond-painter (segments- painter (list (make-segment (make-vect 0.0 0.5) (make-vect 0.5 0.0)) (make-segment (make-vect 0.5 0.0) (make-vect 1.0 0.5)) (make-segment (make-vect 1.0 0.5) (make-vect 0.5 1.0)) (make-segment (make-vect 0.5 1.0) (make-vect 0.0 0.5))))) ;; d naoya_t氏に感謝 (define wave (segments- painter (append (make-path (make-vect 0.0 0.86) (make-vect 0.16 0.60) (make-vect 0.28 0.65) (make-vect 0.42 0.65) (make-vect 0.35 0.86) (make-vect 0.42 1.0)) (make-path (make-vect 0.58 1.0) (make-vect 0.65 0.86) (make-vect 0.58 0.65) (make-vect 0.76 0.65) (make-vect 1.0 0.35)) (make-path (make-vect 1.0 0.14) (make-vect 0.60 0.46) (make-vect 0.76 0.0)) (make-path (make-vect 0.58 0.0) (make-vect 0.50 0.17) (make-vect 0.42 0.0)) (make-path (make-vect 0.24 0.0) (make-vect 0.35 0.51) (make-vect 0.30 0.59) (make-vect 0.16 0.41) (make-vect 0.0 0.65)) ))) ;;(plot wave) Exercise 2.50 (define (flip-horiz painter) (transform-painter painter (make-vect 1.0 0.0) (make-vect 0.0 0.0) (make-vect 1.0 1.0))) (define (rotate180 painter) (flip-horiz (flip-vert painter))) (define (rotate270 painter) (rotate90 (rotate180 painter))) ;;(plot (rotate180 wave)) ;;(plot (rotate270 wave)) Exercise 2.51 (define (below p1 p2) (let ((split-point (make-vect 0.0 0.5))) (let ((paint-lower (transform-painter p1 (make-vect 0.0 0.0) (make-vect 1.0 0.0) split-point)) (paint-upper (transform-painter p2 split-point (make-vect 1.0 0.5) (make-vect 0.0 1.0)))) (lambda (frame) (paint-lower frame) (paint-upper frame))))) (define (below1 p1 p2) (rotate90 (beside (rotate270 p1) (rotate270 p2)))) ;;(plot (below wave wave)) Exercise 2.51 ;; a (define wave2 (segments- painter (append (make-path (make-vect 0.0 0.86) (make-vect 0.16 0.60) (make-vect 0.28 0.65) (make-vect 0.42 0.65) (make-vect 0.35 0.86) (make-vect 0.42 1.0)) (make-path (make-vect 0.58 1.0) (make-vect 0.65 0.86) (make-vect 0.58 0.65) (make-vect 0.76 0.65) (make-vect 1.0 0.35)) (make-path (make-vect 1.0 0.14) (make-vect 0.60 0.46) (make-vect 0.76 0.0)) (make-path (make-vect 0.58 0.0) (make-vect 0.50 0.17) (make-vect 0.42 0.0)) (make-path (make-vect 0.24 0.0) (make-vect 0.35 0.51) (make-vect 0.30 0.59) (make-vect 0.16 0.41) (make-vect 0.0 0.65)) (make-path (make-vect 0.45 0.73) (make-vect 0.50 0.75) (make-vect 0.55 0.73)) ))) ;;(plot wave2) ;; b (define (corner-split painter n) (if (= n 0) painter (let ((up (up-split painter (- n 1))) (right (right-split painter (- n 1))) (corner (corner-split painter (- n 1)))) (beside (below painter up) (below right corner))))) ;;(plot (corner-split wave2 4)) ;; c (define (square-limit painter n) (let ((combine4 (square-of-four flip-horiz identity rotate180 flip-vert))) (combine4 (corner-split (flip-horiz painter) n)))) ;;(plot (square-limit wave2 0))
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開発環境 Microsoft Visual C# 2010 Express (SP1) 実行環境 Microsoft Windows XP Home Edition (SP3) プロジェクトの種類 Windows Game (4.0) プロジェクト名 AstroSim3 参考 Planet Earth Texture Maps Game1.cs /* * プロジェクトのプロパティ * [XNA Game Studio]タブ * Use HiDef to access the complete API */ using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace AstroSim3 { class Game1 Game { GraphicsDeviceManager graphics; SpriteBatch sprite; SpriteFont font; Effect effect; VertexBuffer vertexBuffer; Texture2D texture; KeyboardState kStateOld = new KeyboardState(); // fps int fpsSec = -1; int fpsDraw = 0; int fpsCount = 0; const double solarYear = 365.24219; // 太陽年(day) 365d5h48m45s const double anomalisticYear = 365.259643; // 近点年(day) 365d6h13m53.1552s const double earthRotationPerSec = (2 * Math.PI) / 86400; // 地球が1秒間に回転する角度 const double e = 0.01671022; // 離心率(Orbital eccentricity) readonly double K = Math.Sqrt((1 + e) / (1 - e)); // ケプラー方程式の定数 const double epsilon = 1.0e-14; DateTime dt = DateTime.UtcNow; int tz = 0; readonly string[] tzName = { "UTC", "JST-9" }; int cursor = 0; readonly int[] cursorPos = { 0, 5, 8, 11, 14, 15, 17 }; readonly int[] cursorLen = { 4, 2, 2, 2, 1, 1, 3 }; int repeatFrame = 0; double MJD; // 修正ユリウス日 double MJD_date; double MJD_time; double T; // 2000/1/1 12 00(UT)からのユリウス世紀(36525日) double obliquity; // 黄道傾斜角 double eclipticLon; // 黄径 public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; Content.RootDirectory = "Content"; IsMouseVisible = true; } protected override void LoadContent() { sprite = new SpriteBatch(GraphicsDevice); font = Content.Load SpriteFont ("SpriteFont1"); texture = Content.Load Texture2D ("earthmap1k"); effect = Content.Load Effect ("Effect1"); effect.Parameters["WorldMap"].SetValue(texture); effect.Parameters["revision"].SetValue( (float)Math.Sin((0.533 / 2 + (35 * 60 + 8) / 3600.0) * Math.PI / 180)); VertexPositionTexture[] vertices = new VertexPositionTexture[4]; vertices[0] = new VertexPositionTexture(new Vector3(-1, 1, 0), new Vector2(0, 0)); vertices[1] = new VertexPositionTexture(new Vector3(1, 1, 0), new Vector2(1, 0)); vertices[2] = new VertexPositionTexture(new Vector3(-1, -1, 0), new Vector2(0, 1)); vertices[3] = new VertexPositionTexture(new Vector3(1, -1, 0), new Vector2(1, 1)); vertexBuffer = new VertexBuffer(GraphicsDevice, typeof(VertexPositionTexture), 4, BufferUsage.WriteOnly); vertexBuffer.SetData(vertices); CalcParameter(); base.LoadContent(); } void CalcParameter() { // 修正ユリウス日 int y = dt.Year; int m = dt.Month; int d = dt.Day; if (m 3) { y--; m += 12; } MJD_date = (int)(365.25 * y) + (y / 400) - (y / 100) + (int)(30.59 * (m - 2)) + d - 678912; MJD_time = (dt.Hour * 60 + dt.Minute) / 1440.0; MJD = MJD_date + MJD_time; // 黄道傾斜角 T = (MJD - 51544.5) / 36525; obliquity = (84381.406 - 46.836769 * T - 0.00059 * T * T + 0.001813 * T * T * T) / 3600; // 平均近点角(概算)近日点から次の近日点までの角度 double Ma = ModAngle((2 * Math.PI) * ((MJD / anomalisticYear - 0.1242853) % 1.0)); double E; double Ta; // 真近点角 KeplersEquation(Ma, out E, out Ta); // 春分点(vernal equinox)の真近点角 double MJDv = ((int)(MJD / solarYear - 0.3399541) + 0.3399541) * solarYear; double Mv = ModAngle((2 * Math.PI) * ((MJDv / anomalisticYear - 0.1242853) % 1.0)); double Tv; KeplersEquation(Mv, out E, out Tv); // 黄径(概算)春分点から次の春分点までの角度 eclipticLon = ModAngle(Ta - Tv); // 楕円効果と傾斜効果 int ellipseEffect = (int)Math.Round(Ma / earthRotationPerSec - Ta / earthRotationPerSec); int obliquityEffect = CalcObliquityEffect(obliquity, eclipticLon); int equationOfTime = ellipseEffect + obliquityEffect; // 均時差 float transit = (43200 - equationOfTime) / 86400.0f; // 南中時 // 天球上の太陽軌道の高さと半径 double solarDecl = Math.Sin(eclipticLon) * obliquity * Math.PI / 180; // 太陽の赤緯 double solarAlt = Math.Sin(solarDecl); double solarRad = Math.Cos(solarDecl); effect.Parameters["MJD_time"].SetValue((float)MJD_time); effect.Parameters["solarDecl"].SetValue((float)solarDecl); effect.Parameters["solarAlt"].SetValue((float)solarAlt); effect.Parameters["solarRad"].SetValue((float)solarRad); effect.Parameters["transit"].SetValue(transit); } double ModAngle(double angle) { while (angle = -Math.PI) angle += (2 * Math.PI); while (Math.PI angle) angle -= (2 * Math.PI); return angle; } // 傾斜効果の計算 int CalcObliquityEffect(double obliquity, double eclipticLon) { // 地球を基準とした太陽の公転 double x = Math.Cos(eclipticLon); double r = Math.Sin(eclipticLon); double y = Math.Cos(obliquity * Math.PI / 180) * r; double celestialEquator = Math.Atan2(y, x); // 天の赤道上の角度 return (int)Math.Round(eclipticLon / earthRotationPerSec - celestialEquator / earthRotationPerSec); } // 漸化式によりケプラー方程式を解く // M 平均近点角(mean anomaly) // E 離心近点角(Eccentric anomaly) // T 真近点角(true anomaly) void KeplersEquation(double M, out double E, out double T) { double E0 = M; // 初項 for (int i = 0; ; ) { i++; E = M + e * Math.Sin(E0); if ((E0 - epsilon E) (E E0 + epsilon)) { break; } if (10 = i) { Console.WriteLine(string.Format("計算打ち切り M={0} E={1}", M, E)); break; } E0 = E; } T = Math.Atan(K * Math.Tan(E / 2)) * 2; } protected override void Update(GameTime gameTime) { int delta = 0; KeyboardState kState = Keyboard.GetState(); if (kState.IsKeyDown(Keys.Escape)) Exit(); if (kState.IsKeyDown(Keys.Left) kStateOld.IsKeyUp(Keys.Left)) { cursor = (cursor + 6) % 7; } if (kState.IsKeyDown(Keys.Right) kStateOld.IsKeyUp(Keys.Right)) { cursor = (cursor + 1) % 7; } if (kState.IsKeyDown(Keys.Up)) delta = 1; if (kState.IsKeyDown(Keys.Down)) delta = -1; kStateOld = kState; if (delta == 0) { repeatFrame = 0; } else { if (--repeatFrame = 0) { switch (cursor) { case 0 dt = dt.AddYears(delta); break; case 1 dt = dt.AddMonths(delta); break; case 2 dt = dt.AddDays(delta); break; case 3 dt = dt.AddHours(delta); break; case 4 dt = dt.AddMinutes(delta * 10); break; case 5 dt = dt.AddMinutes(delta); break; case 6 tz = (tz + 1) % 2; break; } if (cursor != 6) { CalcParameter(); } repeatFrame = (repeatFrame == 0) ? 6 30; } } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); GraphicsDevice.SamplerStates[0] = SamplerState.LinearClamp; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.SetVertexBuffer(vertexBuffer); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); } // fps fpsDraw++; if (gameTime.TotalGameTime.Seconds != fpsSec) { fpsCount = fpsDraw; fpsDraw = 0; fpsSec = gameTime.TotalGameTime.Seconds; } sprite.Begin(); string text = new string( , cursorPos[cursor]) + new string( _ , cursorLen[cursor]); sprite.DrawString(font, text, new Vector2(0, 0), Color.Red); text = string.Format("{0} {1}", dt.AddHours(tz * 9).ToString("yyyy/MM/dd HH mm"), tzName[tz]); sprite.DrawString(font, text, new Vector2(0, 0), Color.Red); text = string.Format("fps={0} MJD={1 f4}", fpsCount, MJD); sprite.DrawString(font, text, new Vector2(0, 20), Color.Red); text = string.Format("eLon={0 f6} T={1 f7} obliq={2 f3}", eclipticLon, T, obliquity); sprite.DrawString(font, text, new Vector2(0, 40), Color.Red); sprite.End(); base.Draw(gameTime); } } } Effect1.cs texture WorldMap; float MJD_time; // 修正ユリウス日の時刻 float solarDecl; // 太陽の赤緯 float solarAlt; // 天球上の太陽軌道の高さ float solarRad; // 天球上の太陽軌道の半径 float transit; // 南中時 float revision; // 太陽の視角(0.533deg)と大気差(35m8s)による昼の長さの補正 sampler TextureSampler = sampler_state { texture = WorldMap ; mipfilter = linear; minfilter = linear; magfilter = linear; }; struct VertexShaderInput { float4 Position POSITION0; float2 TexCoord TEXCOORD0; }; struct VertexShaderOutput { float4 Position POSITION0; float2 TexCoord TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = input.Position; output.TexCoord = input.TexCoord; return output; } // input.TexCoord.x 経度 Left=0.0 - Right=1.0 // input.TexCoord.y 緯度 Top=0.0 - Bottom=1.0 float4 PixelShaderFunction(VertexShaderOutput input) COLOR0 { float lat = radians(90 - input.TexCoord.y * 180); // 緯度 Top=90 - Bottom=-90 float lon = -180 + input.TexCoord.x * 360; // 経度 Left=-180 - Right=180 // 黄緯線 if (abs(lat - solarDecl) 0.0025) return float4(1, 1, 0, 1); // 赤道 if (abs(lat) 0.0025) return float4(1, 0, 0, 1); // ローカル時刻 float localtime = MJD_time + lon / 360; localtime = frac(localtime); if (localtime 0.001) return float4(1, 1, 1, 1); // 00 00 // テクスチャサンプリング float4 output; output = tex2D(TextureSampler, input.TexCoord); // 天球上の太陽軌道と地平面の交点=日出・日没 float ra = sin(lat) * revision; float rx = cos(lat) * revision; float x = ((solarAlt + ra) * -tan(lat) - rx) / solarRad; if (x = -1) // 白夜 { return output; } if (1 = x) // 極夜 { output.rgb *= 0.5; return output; } float halfDaytime = degrees(acos(x)) / 360; // 日出・日没時刻(南中時-半分の昼の長さ) float rising = transit - halfDaytime; float setting = transit + halfDaytime; if (localtime = rising || setting = localtime) { output.rgb *= 0.5; } return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PixelShaderFunction(); } }
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CSC (チャージショットキャンセル) 【解説】 チャージショットは「ほとんどの硬直(もしくはモーション自体)をキャンセルして出す事ができる」と言う性質を持つ。 これを利用し、格闘をキャンセルしてチャージショットに繋ぐ等の行動を行う事。 CCSとも呼ばれる。 カオスの特殊格闘→CSや暁のヤタ→CSC、生自由のBD格闘→CSCが有名。 ~知らなくても困らない余談~ セカンドインパクトやQGも、元を辿ればCSCの亜種だったりする。 これは、CSの「キャンセルの仕様」が起因してる為である。
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日テレ 2020年3月21日(土)放送 次回予告 https //www.ntv.co.jp/sekaju/articles/428po6cut21dyamz1l9.html 大人気マンガ「Dr.STONE」に学ぶ!文明を作った科学の力 https //www.ntv.co.jp/sekaju/articles/428ke4ncsjq7anrm151.html
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【登録タグ KAITO 曲 蛍 輝星惑 重音テッド H TH】 Honeycomb Summer http //www.nicovideo.jp/watch/sm38068223 UST→https //ux.getuploader.com/UST/download/146 歌手名:CrazyB 番組名:あんさんぶるスターズ
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1. Basic Campus Design DHCP, TFTP Catalyst Voice and data VLAN config Catalyst VTP config 2. CallManager and CallManager Express Configuration Phone registration Phone configuration 3. Voice Gateway and Signaling Analog and digital voice protocols FXS, FXO-M1, T1, E1, PRI, CAS, R2 VoIP protocols H.323, MGCP, SCCP, SIP, RAS 4. Call Routing CCM route patterns (@ wildcard not tested) CCM route preference and redundancy IOS dial peers Digit Manipulation and translation 5. Voice Codec G.711ulaw, G.711alaw, G.729, G.723 6. Call Admission Control Location-based RAS-based 7. High Availability Features SRST AAR 8. Media Resource Management Conference bridge software and hardware Transcoder MTP MOH 9. QoS Considerations L2/L3 classifications and policing Queuing mechanisms LFI Catalyst switch QoS 10. Unified Messaging Unity Voicemail intergration Unity administration 11. CRS/IPCC Express Application Default script configuration and integration Custom script configuration and integration 12. Call Manager Voice Applications Any native applications to Call Manager. (Ex Extension Mobility, Attendant Console, IPMA) 13. Supplementary Services 14. Directory Services and Integration 15. FAX Fax pass-through Fax relay