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https://w.atwiki.jp/legendofnorrath/pages/384.html
Update Notes for April 3rd, 2008 ***************************Gameplay - Destroying a frenzied unit while exerting it for attack applies the appropriate attack value. - Radiant Strike can no longer deal damage to an opposing avatar that is not in the current combat. - Units with the Guardian keyword no longer join a raid when readied by Drogan Earth Totems. Text - Resuscitate s gametext now reads properly. - Tutorial 11 is now correctly named "Final Trial". - The phase dialog for Radiant Strike now correctly asks you to select an opposing combatant to damage. - Poke s gametext now reads properly. General - Promo Packs have been moved to their own page in the Collection Manager. - Promo Packs now have descriptions with the contents in the pack. Click on the pack s scroll icon to view the description. - Text boxes for the descriptions of Loot Cards have been increased in size to show the entire description. - In Draft tournaments you may now view the cards you have drafted in an automatically-updating list. - Deck names now always appear when opening a deck in the Deck Builder.
https://w.atwiki.jp/mynote/pages/10.html
Fortran Fortran FFTプログラム以下簡単な使い方 Gnu fortran77 コンパイルオプション Fortranのデータ型 「'」「"」シングルクォーテーションとダブルクォーテーション Fortran90の2連コロンとは・・・? Option説明 Tips format文 エラーメモこれはmain.fにendを入れていなかったとき出たエラー・・・最低ですね ファイル名をcip.fじゃなくてcpi.fにしてmakeしてたときに出たエラー・・・ (^)病人の本質的な'COS'の参照--1つ以上の議論には、不正確なタイプがあります。 型の宣言がおかしい、i,jはinteger(整数型)・・・当然cos()の中はflot commonファイルにistepというのがあってIntegerだよ! f(i,j)とかのi,jが設定値を超えると出るエラーらしい Permissionつまり実行権限の問題!(chmod -777 で変えてやればいいときもあるが、なぜそのパーミッションになってしまっているかが問題) COMMON分メモ http //www.jp.freebsd.org/cgi/mroff.cgi?sect=1 cmd= lc=1 subdir=man dir=jpman-6.0.0%2Fman subdir=man man=f77 FFTプログラム k-spaceを見るときフーリエ変換を用いるが、普通にフーリエ変換をしていくと何日かかるかわからない。そこで使用するのがFFT(Fast Fourier Transform=高速フーリエ変換)である! 数値計算結果の解析を行う上で数多あるFFTの内1つぐらいはFFTライブラリを使用できるべきであろうと思う。 http //www.kurims.kyoto-u.ac.jp/~ooura/fftman/ 以下簡単な使い方 http //www20.atwiki.jp/mynote/pages/81.html Gnu fortran77 コンパイルオプション $g77 -O3 -ml -o acip.out -g -Wall acip.f O3 最適化オプション 「Option Level 3」の意味 ml Mathe libraryの使用(C言語やSin等の関数を仕様するとき必要かも) Wall -Wunused と -Wuninitialized オプションの結合(Wから始まるオプションを全てと言う意味) Fortranのデータ型 Integer型10桁 整数(4Byte)だから2^(4*8)で+ーある訳だから/2が最大値format文はI10で 2147483647(0を含む)~-2147483648 「 」「"」シングルクォーテーションとダブルクォーテーション print文などで文字列を扱う場合には、文字列をシングルクォーテーション( ) またはダブルクォーテーション( " )でくくります。シングルクォーテーションでくくるかダブルクォーテーションでくくるかでは多少意味が異なります。シングルクォーテーション( )でくくった場合は、そのままの文字として扱われます。 例) print そのまま\n出力します ;- [表示]そのまま\n出力します ダブルクォーテーション( " )でくくった場合は、メタ文字(\+アルファベットで制御コードなどを表す文字)や 変数等を挿入して扱う事ができるようになります。 例) print "メタ文字を\n出力します";- [表示]メタ文字を(ここに改行コードが入る)出力します 状況に応じて使い分けるしかないのですが、全角の表示でShiftJISを使用する場合に、 「ソ」や「表」といった文字は2バイト目が \ と同じコードとなり、文字が化ける場合が あるため、全角の表示はシングルクォーテーション( )でくくる方が無難です。 Fortran90の2連コロンとは・・・? 2連コロンを使った宣言方法あります。「integer c」と書きます。これまでに紹介した方法と、どこが違うのでしょうか。一つは、宣言に加えて初期値の設定ができるという点です。今までは初期値の設定は、宣言文で宣言した後、算術代入文やDATA文で値を入力する方法しかありませんでした。しかしこの宣言方法の場合、「integer a=4」というように、宣言の段階で値の入力ができるのです。これにより、書く量が少なくなり、aの扱われ方が非常に分かりやすくなります。C言語では宣言+入力は当たり前のことなのですが、Fortran77の段階ではこれは不可能でした。もう一つの利点は、宣言を複数重ねることができるのです。例えば、後の章で学ぶ「配列」の宣言文である「DIMENSION文」がありまして、今までは「integer g」の後に、「dimension g(20)」と書いていました。2連コロンの宣言方法を使うと、これと型宣言文を一つにまとめて、「integer,dimension(20) g」(宣言文同士の間にカンマが入ります)とすることができます。慣れるとこの宣言方法ばかり使用します。では、練習してみましょう。 Option説明 -O3 最適化を行います。最適化コンパイルは幾分長めの処理時間と、大きな関数に対する非常に多くのメモリを必要とします。これ以上の最適化オプションについては GCC ドキュメントを参照して下さい。特にループ展開は典型的な数値計算の Fortran プログラムにとっては調べる価値があるかも知れません。 -o file 出力先を file に指定します。 -g オペレーティングシステムのネイティブのフォーマット (DBX, SDB,DWARF) でデバッグ情報を生成します。GDB はこのデバッグ情報に基づいて動作することができます。 DBX フォーマットを使用するほとんどのシステムにおいては、`-g を指定すると、GDB だけが使用できる余分なデバッグ情報が使用可能になります。他の多くの Fortran コンパイラと異なり、GNU Fortran は `-g を `-O とともに使用することを許しています。最適化されたコードが通る近道は、時には驚くべき結果を生み出すかもしれません。定義したはずの変数が存在しなかったり、制御の流れが予想もしなかった場所に移動したり、結果が定数とわかる計算や、結果がすでに手元にある文は実行されなくなり、ある文がループの外に追い出されて別の場所で実行されたりします。それにも関わらず、このオプションは最適化された出力のデバッグを可能としています。これによって、バグを含むかもしれないプログラムに対してオプティマイザを使用することができるようになります。 -Wall たとえマクロとの組み合わせであっても、避けたほうがいいと我々が推奨する用法や、簡単に避けることができると我々が信じている用法に関する場合に警告します http //www-lab.imr.tohoku.ac.jp/~t-nissie/computer/c-tips/#section4 Fortran は write 文を 1 回実行する度に改行を行う。 (1) do i=1,n write(6,*) a(i) end do (2) write(6,*) (a(i),i=1,n) では異なる結果となります。(1) では一つの要素毎に改行するのに対して、(2) では全ての要素を空白で繋げて出力したのち改行します。 Tips http //docs.sun.com/source/806-4841/representations.html その四「Fortran WRITE文で改行させない方法」 FortranであるWRITE文で改行せず, その次のWRITE文で同じ行に書き続けたいときには書式 (FORMAT) の最後に$を付ける. こんなかんじ program suppress_new_line implicit none write(6, (a,$) ) abc write(6, (a) ) def write(6, (a) ) ghi end program suppress_new_line その五「Fortran 文字列をつなげる方法」 Fortranで二つの文字列をつなげるには//を使う. こんなかんじ implicit none character*1 a,b,c,d character*1 e character*2 f a = X b = Y c = U d = V write(6, (a) ) a // b e = (c // d) f = (c // d) write(6, (a) ) e write(6, (a) ) f end format文 format 文を使うと文番号を使う必要があります。以下のようにすると format 文を使わずに済ませることが出来ます。 write(6, (a,f8.5,a,i3.3) ) a = ,a, i = ,i format 文を使わないことにより、プログラムの cut paste のときに文番号の衝突を気にしなくて済みます。なお、上の例の i3.3 は 3 桁で出力し、それに満たない場合は 0 を補うと言う意味です。 エラーメモ 1 main.f In program `MAIN__ main.f 9 call init ^ End of source file before end of block started at (^) make *** [main.o] Error 1 utmcc000 ~/programs/zalesak02/zal_source SaitouDaisuke$ これはmain.fにendを入れていなかったとき出たエラー・・・最低ですね 2 make *** No rule to make target `cip.f , needed by `cip.o . Stop. ファイル名をcip.fじゃなくてcpi.fにしてmakeしてたときに出たエラー・・・ 3 Reference to intrinsic `EXP at (^) invalid -- one or more arguments have incorrect type init.f 26 f(i,j) = (1/sqrt(2.0*3.141))*EXP(-(j**2)/2)*(1+0.01*cos(i/2)) ^ Reference to intrinsic `COS at (^) invalid -- one or more arguments have incorrect type (^)病人の本質的な COS の参照--1つ以上の議論には、不正確なタイプがあります。 型の宣言がおかしい、i,jはinteger(整数型)・・・当然cos()の中はflot 4 g77 -c -O init.f init.f In subroutine `init parameter.h 1 warning common f(0 im,0 jm),fs(0 im,0 jm), fss(0 im,0 jm), ^ Padding of 4 bytes required before `dt in common block `_BLNK__ at (^) -- consider reordering members, largest-type-size first common /a/ f(0 im,0 jm),fs(0 im,0 jm), fss(0 im,0 jm), gx(0 im,0 jm), gsx(0 im,0 jm), gssx(0 im,0 jm), gv(0 im,0 jm), gsv(0 im,0 jm), gssv(0 im,0 jm), fn(0 im,0 jm), gnx(0 im,0 jm), gnv(0 im,0 jm), es(0 im), v(0 jm), x(0 im), istep, dt, dx, dy, sum commonファイルにistepというのがあってIntegerだよ! 5 h153 ~/programs/CV2_2DCIP/fortran se$ make make Circular main.f - main.f dependency dropped. make Circular input.f - input.f dependency dropped. make Circular output.f - output.f dependency dropped. make Circular acip2d.f - acip2d.f dependency dropped. make Circular poisson.f - poisson.f dependency dropped. g77 main.f input.f output.f acip2d.f poisson.f -o cv2 ./cv2 make *** [run_main] Segmentation fault f(i,j)とかのi,jが設定値を超えると出るエラーらしい 6 h153 ~/programs/CV2_2DCIP/fortran se$ make make Circular main.f - main.f dependency dropped. make Circular input.f - input.f dependency dropped. make Circular output.f - output.f dependency dropped. make Circular acip2d.f - acip2d.f dependency dropped. make Circular poisson.f - poisson.f dependency dropped. g77 main.f input.f output.f acip2d.f poisson.f -o cv2 ./cv2 make Permission to access file denied Permissionつまり実行権限の問題!(chmod -777 で変えてやればいいときもあるが、なぜそのパーミッションになってしまっているかが問題) ____ COMMON分メモ 便利なツールとして、次は「COMMON」文を紹介しましょう。ただ、余り使用は進められません。理由は、次章でお話しますが、COMMON文にはいろいろと問題が多いのです。これと同じ機能を持ち、かつ安全なモジュール(次章)がFortran90には用意されているので、あくまでFortran90 の人は、モジュールを使用するようにしてください。ここでのCOMMON文の紹介は、Fortran77人向けや一応の紹介だと受け止めてください。 COMMON文というのは、宣言した変数を、大域要素と使用、というものです。大域要素というのは、局所要素の反対で、どのプログラム単位においても有効な要素のことです。これまでは、主プログラムで宣言した変数と同じ名前の変数を副プログラムで使用していたとしても、それらは見かけ上同じでもまったく別の変数でしたね。主プログラムで「x」を使い、副プログラムでも「x」を使ったとしても、それらはx1とx2のように別の変数でした。このCOMMON 文を使用すると、それらが同じ「x」になるのです。同じ変数なので、型宣言をする必要がなくなります。変数全てに対して型宣言を再びしなくてもよくなるというのは、仮引数が多ければ多いほどありがたみを感じます。 使用方法は、まず主プログラムでCOMMON文を使用して、大域要素として変巣を定義します。「common /変数群の名前(領域名)/変数群」と書きます。領域名というのは、COMMON文を使用すると、「この領域にある変数が大域要素ですよ」ということを示す共通領域(ブロック)が作られます。その名前を、領域名のところに書きます。領域名は必須ではなく、書かなくても構いません。変数群を2種類以上に分け、それぞれに違った領域名をつける場合は、「common /p/a,b/q/c,d」のように、一つの領域名、変数群を書き、スラッシュを間に挟んで2つ目の領域名、、変数群を書いていきます。 br 2; COMMON文を使用すると、主プログラム・副プログラムの実・仮引数が不要となります。また、先ほども申し上げたとおり、型宣言をしなくてすむようになります(配列宣言は必要ですが)。副プログラムにおいて、使用する変数を、「common /領域名/使用する変数」のように定義します。これで、何が引数になるのかを示すわけですね。COMMON文を使用した例が、下の例文です。 program main common /p/a(5),xmax,xmin integer a,xmax,xmin print *, 最大値と最小値を求める。5個値を入力 read *,a(1 5) call sub print *, 最大値 ,xmax, 最小値 ,xmin end program subroutine sub common /p/a(5),xmax,xmin xmax=maxval(a,1) xmin=minval(a,1) end subroutine sub この例では、「a(5),xmax,xmin」を変数群、「p」を領域名とする共通ブロックを作成しました。領域名は省略可能です。これにより、 SUBROUTINEを使用する際の引数と、副プログラム内での型宣言が省略されています。ちなみに、COMMON文において配列宣言がなされているので、主プログラムでの型宣言時に「integer a(5)」という配列宣言は不要です。 しかし、COMMON文は使いづらい面があります。それは、副プログラム内で使用する際には、COMMON文を書くときに、変数の並び順を買えずにそのまま書かなければならない、ということです。この場合ですと、「common /p/a(5),xmax,xmin」というのを、「common /p/xmax,a(5),xmin」としてはいけない、ということです。COMMON文で変数を共通利用する際のその方法というのは、変数の名前ではなく、変数の並び順なのです。副プログラムに書かれたCOMMON文の変数の並び順に、主プログラムでのCOMMON文の並び順が適用されてしまうのです。ですから、副プログラムで「common /p/xmax,a(5),xmin」と書いてしまうと、「xmax」は主プログラムの「a(5)」に、「a(5)」は主プログラムの「xmax」になってしまうのです。名前でなく順番で変数を対応させているので、「common /p/y(5),c,i」でも可能です。この、並び順を正確に書かなければならないというのが、COMMON文の使いづらさです。 次は、「INTENT」と「OPTIONAL」です。共に仮引数に対して使います。INTENTから説明しましょう。INTENT文は、仮引数が主プログラムからの値や副プログラムで求めた値に対し、どう対応するのか、ということを決める文です。仮引数は、値に対する対応で3種類に分かれます。1つ目は、副プログラムでの計算をするために、主プログラムから必要な値を実引数から受け取ると言う、入力のみの引数です。2つ目は結果変数のことで、副プログラムで求めた値を、実引数に渡す、出力のみの引数です。3つ目は、今までは1回ぐらいしか出てこなかったと思いますが、入力も出力もこなす引数です(例えば、「a=a+2」のみが副プログラムでの計算であれば、、「a」は右辺で入力をし、左辺で計算結果を受け取って主プログラムに出力しています)。副プログラムで使用する仮引数が、この3つうちのどれなのかをコンピュータに対して明示的にするのが、INTENT文です。 使い方はいたって簡単です。副プログラムでの変数の型宣言のときに、「intent(属性)」を書けばいいだけです。先ほどの3つのうち、1つ目は属性が「in」、2つ目は「out」、3つ目は「inout」となります。例えば、整数型で入力のみの仮引数nの宣言文は、「integer,intent (in) n」と書きます。 この文は使用しなくても、副プログラムが3つのうちどれなのかを自動的に判断してくれますので、今までの仮引数の宣言の仕方は間違ってはいません。しかし、コンピュータといえども、先ほどのEXTERNALでの関数の間違いと同じように、仮引数の属性を間違ってしまうことがあります。自分では1番目の属性としてプログラムを組んでいるのに、コンピュータが3番目だと判断してしまい、おかしな実行結果になることがあることは考えられます。ですから、そうしたエラーを出さないようにするためには、INTENT文を使用してその属性をはっきりさせることが大事だということです。また属性を宣言することにより、プログラマ自身にとっても、その変数の役割をしっかりと認識することができます。 2つ目のOPTIONAL文は、対象の引数に省略可能を認める機能を持つ文です。副プログラムは実引数と仮引数の個数が一致するように書きますが、場合によっては省略できたほうが便利になることがあります。3つの引数を入力用として受け取る副プログラムがあるとしましょう。その副プログラムはこの3つを使って計算処理をするわけですが、2つに引数が減ったとしても、ほとんどの部分が3つの場合と同じ処理で可能だと分かりました。どうせほぼ同じ処理しかしないのであれば、わざわざ引数が2つ用の副プログラムをもう一個余分に作るよりも、3つ目の引数を省略可能な引数にして、引数が2つでも3つでも対応可能な副プログラムを作ったほうが簡単です。それを実現するのが、OPTIONAL文です。 引数を省略可能にするには、型宣言文にOPTIONAL文を追加します。例えば、「real,optional r」です。ただ、これだけでは不完全で、主プログラムにおいて、「INTERFACE」宣言をする必要があります。これは、INTERFACE文を使用して、「この副プログラムでは、この仮引数が使われていて、かつこの引数は省略可能なものとする」ということを宣言するのです。下の例をご覧ください。INTENTも一緒に使用しています。 program main implicit none interface real function f(x,y,z) real,intent(in),optional z real,intent(in) x,y end function f end interface integer n real x,y,z,kyori,f print *, 原点からある点までの距離を求める。ある点の次元数(2か3)を入力 read *,n if(n==2)then print *, 2次元で、ある点の座標を入力 read *,x,y kyori=f(x,y) print *,kyori else print *, 3次元で、ある点の座標を入力 read *,x,y,z kyori=f(x,y,z) print *,kyori endif end program real function f(x,y,z) real,optional z real x,y f=x**2+y**2 if(present(z))f=f+z**2 f=sqrt(f) end function f INTERFACE宣言は、PROGRAM文やFUNCTION文のように、END分が付いて、ここで宣言を閉じます。INTERFACE宣言の中には、副プログラムの先頭と、変数の宣言文をそっくりそのまま書きます。書いたらEND文で副プログラムを閉じるのを忘れないようにしてください。これにより、「z」は省略可能な引数になります。ですから、副プログラムを呼ぶときに、実引数が「x」と「y」だけでも、また「z」を含めても、同じ副プログラムで対応することができます。 副プログラム中にある「PRESENT」文は、省略可能な引数が今現在副プログラム中に存在しているかどうかを問い合わせる組み込み関数です。存在していれば真を返します。このプログラムの場合、「z」を引数として渡していれば、「f=f+z**2」、つまり「f=x**2+y**2+z**2」が行なわれることになります。 h153 ~/programs/CV2_2DCIP/fortran saitoudaisuke$ make make Circular main.f - main.f dependency dropped. make Circular input.f - input.f dependency dropped. make Circular output.f - output.f dependency dropped. make Circular acip2d.f - acip2d.f dependency dropped. make Circular poisson.f - poisson.f dependency dropped. g77 main.f input.f output.f acip2d.f poisson.f -o cv2 /usr/bin/ld Undefined symbols _MAIN__ collect2 ld returned 1 exit status make *** [cv2] Error 1 h153 ~/programs/CV2_2DCIP/fortran saitoudaisuke$ 判らんエラーだ???2010-02-03
https://w.atwiki.jp/arcadegames/pages/63.html
== 概要 == 315-5360はSYSTEM16,SYSTEM18などに使われているLSI。メモリマッピングなどを行う。 315-5360 == 仕様 == Charles MacDonald's Home Pageより引用 Region allocation Like the System 16 hardware, the 315-5360 chip controls a user-definable memory map which consists of eight regions Region Alien Storm Clutch Hitter 0 Program ROM Program ROM (sockets ROM0-O,E) 1 Unused Program ROM (sockets ROM1-O,E) 2 VDP VDP 3 Work RAM Work RAM 4 Sprite RAM Sprite RAM 5 Tile/Text RAM Tile/Text RAM 6 Color RAM Color RAM 7 I/O area I/O area Alien Storm has only one set of program ROM sockets, while Clutch Hitter has two. Shadow Dancer is an exception; region 2 seems to be unused and region 1 is set to the VDP area at $C00000-$DFFFFF. It doesn t use the VDP for video, but obscures the tile banking routine by storing the bank value in word 0 of VRAM and reading it back later before copying the value to I/O port H. I don t have any information about the main or ROM board this game uses. For both Alien Storm and Clutch Hitter, region 2 must be mapped to $C00000-$DFFFFF in order to access the VDP. If not, writes do nothing and reads return the prefetch value. The VDP will still oprerate normally, but it s registers will be unavailable. The I/O area is a 16K space repeatedly mirrored throughout the banks allocated to it Region I/O chip offsets offsets Description $0000-$0FFF $00-$1F I/O chip registers and unused locations $1000-$1FFF $00-$1F I/O chip registers and unused locations $2000-$2FFF $20-$3F Video control register $3000-$3FFF $20-$3F /EXCS area The unusal mapping is due to the I/O chip having it s A5 input from 68K A12, and some additional logic uses /FMCS and 68K A11 to divide the /FMCS area into two parts, for the video control register and expansion /CS signal. Values written to odd bytes in the $2000-$3FFF range are stored in the video control register, explained later. Reads return the prefetch value and do not make the latch load in the contents of the data bus. Any expansion boards plugged into CN5 will appear at $3000-$3FFF. This is used by the D.D. Crew I/O board. The System 18 hardware uses the chip like so Port A - 1P controls D7 Joystick left (0= pressed, 1= released) D6 Joystick right (0= pressed, 1= released) D5 Joystick up (0= pressed, 1= released) D4 Joystick down (0= pressed, 1= released) D3 Button D (0= pressed, 1= released) D2 Button C (0= pressed, 1= released) D1 Button B (0= pressed, 1= released) D0 Button A (0= pressed, 1= released) Port B - 2P controls D7 Joystick left (0= pressed, 1= released) D6 Joystick right (0= pressed, 1= released) D5 Joystick up (0= pressed, 1= released) D4 Joystick down (0= pressed, 1= released) D3 Button D (0= pressed, 1= released) D2 Button C (0= pressed, 1= released) D1 Button B (0= pressed, 1= released) D0 Button A (0= pressed, 1= released) Port C - Bidirectional I/O port D7 To CN8 pin 3 D6 To CN8 pin 4 D5 To CN8 pin 5 D4 To CN8 pin 6 D3 To CN8 pin 8 D2 To CN8 pin 9 D1 To CN8 pin 10 D0 To CN8 pin 11 Port C is connected to a 74LS245 whose output goes to CN8. The CNT0 output pin controls the DIR input of the 74LS245. Port D - Miscellaneous output D7 ? D6 To color encoder /GRAY input (0= grayscale, 1= color) D5 To tilemap/sprite generator flip screen input (0= normal, 1= flip) D4 To pin 2 of CN8. D3 Coin lockout 2 D2 Coin lockout 1 D1 Coin meter 2 (increment counter on 0 to 1 transition) D0 Coin meter 1 (increment counter on 0 to 1 transition) Pin 2 of CN8 is a high current output capable of driving a lamp or coin meter. Bit 5 enables screen flipping for the tilemap and sprite layers, it is connected to both chips. It and bit 6 do not affect the VDP display which is separate. Port E - Service / Coin inputs D7 Always returns 1 D6 Select Game button (0= pressed, 1= released) D5 2P start button (0= pressed, 1= released) D4 1P start button (0= pressed, 1= released) D3 Service switch (0= pressed, 1= released) D2 Test switch (0= pressed, 1= released) D1 1P coin meter (0= Coin inserted, 1= No coin) D0 2P coin meter (0= Coin inserted, 1= No coin) Port F - DIP switch #1 D7 Switch 8 (1= Off, 0= On) D6 Switch 7 (1= Off, 0= On) D5 Switch 6 (1= Off, 0= On) D4 Switch 5 (1= Off, 0= On) D3 Switch 4 (1= Off, 0= On) D2 Switch 3 (1= Off, 0= On) D1 Switch 2 (1= Off, 0= On) D0 Switch 1 (1= Off, 0= On) Port G - DIP switch #2 D7 Switch 8 (1= Off, 0= On) D6 Switch 7 (1= Off, 0= On) D5 Switch 6 (1= Off, 0= On) D4 Switch 5 (1= Off, 0= On) D3 Switch 4 (1= Off, 0= On) D2 Switch 3 (1= Off, 0= On) D1 Switch 2 (1= Off, 0= On) D0 Switch 1 (1= Off, 0= On) Port H - Tile banking D7 Bit 3 of tile bank 2 D6 Bit 2 of tile bank 2 D5 Bit 1 of tile bank 2 D4 Bit 0 of tile bank 2 D3 Bit 3 of tile bank 1 D2 Bit 2 of tile bank 1 D1 Bit 1 of tile bank 1 D0 Bit 0 of tile bank 1 Output pins (summary) CNT0 - To 74LS245 DIR to control direction of port C connected to CN8. 0= Input from CN8 to port C 1= Output from port C to CN8 CNT1 - OR d with tilemap chip blank screen output, goes to /BLANK input of color encoder. 0= Screen blanked 1= Screen shown CNT2 - To enable input PAL controlling VDP display enable. 0= VDP output not shown 1= VDP output visible For Alien Storm, the lower three bits of each nibble select the tile ROM bank. If bit 3 of either nibble is set, the tile bank is always 0 and the tiles flicker a little. Most likely this is the high order address line which is unused in the ROM board. The bank select is from bit 12 of each word in tile RAM, and is always 0 for text layer tiles. Tile banking doesn t work at all on Clutch Hitter, though the banking hardware seems identical; the port H outputs are fed into an always-enabled 74LS157, whose output is the tile ROM high order address bits. The select input comes from the tilemap generator. I have the same problem with sprites which are not shown. The actual game itself runs fine, so there s some step I m leaving out, apparently. Another oddity is that CNT0 makes the screen flip, even though it is not connected to the flip screen signal and quite clearly goes to the DIR pin of the 74LS245 between port C and CN8. This holds true for both board types. Maybe an actual mistake in the hardware? == リンク == セガ(SEGA) SYSTEM16 SYSTEM18
https://w.atwiki.jp/xbox360gta4/pages/885.html
ESCUELA OF THE STREETS(ストリートのエスクエラ) Jay(カメラマン) This is the one,man. we re gonna get a really nice shot of them,it s going to be beautiful. ここだ、キレイに行けばいい画が撮れるぞ。 Jay I mean, you taught them these moves, right? ダンサーの動きは指示したのか? Manny No. いいや。 Jay We wanna make sure that we see them, 確認をしよう。 Manny Okay. わかった。 Jay okay, but we want to see you, too. よし、じゃあ一緒に見てみよう。 Manny Just film it, man. ちゃんと撮ってくれよ。 Jay Okay, well just keep looking at me, but stand over there, okay? 分かった、こっちを見続けてくれ、立ち位置はそのまま、いいな? Manny You mean here? ここでいいのか? Jay Yes. Yes, yes, yes. Very cool...good. そう、そうそうそう、イケてる…いいね。 Manny Okay, go よし、始めるぞ。 Jay Yeah, beautiful, beautiful, alright. おう、いいよいいよ、よし。 Manny You ready for this? 準備はいいか? Jay Yes I am. Turn this way, please? いいぜ。こっちを向いてくれないか? Jay The this way. Yeah. Looking at me. こっちだ。そう。こっちを見てくれ。 Manny five, six, seven, and eight. 5,6,7,8。 Jay Good, good, good. Right over here. よし、よし、よし。こっちだ。 Manny (後ろのダンサーに向かって)Let see you work!(カメラに向かって)This way? ちゃんと見せてくれよ!こっちか? Jay Yes, good, good, perfect, cool, cool, cool. そうだ、いいね、カンペキ、最高にクール。 Manny So how do I look, man? 俺はどう映るんだ? Jay You look, good. 問題ない。 Manny Do I look gay? ゲイみたいになってないな? Jay No, no, not at all. It s a very manly kind of dancing. いやいや、全く。男前な踊りだよ。 Manny Okay, so here we go them...yeah... OK、始めるぞ…イェア Manny See, it s the streets man, but people gotta understand the struggles... 見てくれ、これがストリートだ、そして戦いだ、理解してくれ Manny for real, you know what I m saying? 俺が何を言うべきか分かるだろう? Manny They gotta understand the struggles, yeah... 戦いを分かり合うべきなんだよ、イェア Mallorie Niko! ニコ! Mallorie This is my boyfriend s cousin, the guy I was telling you about, Niko. この人が私のボーイフレンドの従兄弟、以前に話してたニコよ。 Mallorie How s my Roman doing, anyway? ローマンはどうしてる? Niko For a guy just lost his home and his business and who now has a price on his head? 家も仕事も消え失せて、賞金首にもなってるが、 Niko Pretty good. 元気だよ。 Mallorie I love his optimism. 彼の前向きさは好きよ。 Mallorie So, Niko. this is Manny - we grew up toghther. それで、ニコ。彼がマニー、幼なじみなの。 Manny Hey, yeah, yeah, yeah. Whassup, man? Streets, man. ヘイ、ヨウヨウヨウ調子どうだ?街だぜ Niko Hi. よう。 Jay Hi. よう。 Mallorie This is the guy I told about... この人が前話した、 Mallorie who beat up those thungs in Broker? ブローカーの連中をやっつけた男。 Manny Yeah? Great! Listen, Mallorie, would you, un, マジか?すげえな!なあ聞いてくれ、マロリー。すまないが、あぁ… Manny give us a litlle space please? Thanks. 少し間をくれないか?悪いな。 Mallorie Alright, alright... はいはい、分かった分かった… Manny Ok, yeah, great, so, eh, so you know streets take no prisoners, right? OK、よし、それで、ああ、この街は状況が最悪なんだ、分かるか? Manny But, you know, kids need hope. だが、分かるよな。子どもたちは希望を欲しているんだ。 Manny You know what I m saying? 言いたいことは分かるよな? Niko Not really. あまり。 Manny Yeah, well, you know, sometimes you gotta break some omelets to make some eggs, you know what I m saying? ああ、つまり、何だ、「オムレツを割らなきゃ卵はできない」、分かるか? Niko Okay.And? ハイハイ、それで? Manny Yeah, well, you know, we gotta clean up some eggs, brother. それで、俺らはその卵を片付けるんだ、兄弟。 Manny We gonna clean em up. 俺達で片付けるんだ。 Manny Yeah, here, right here.turn around, man, right here. そうだ、こっりだ、こっちを見てくれ、こっちを向くんだ、こっちだ。 Jay Here Manny Escuela is rapping with a street accomplice. マニー・エクスエラがストリートの相棒と語り合っています。 Jay about cleaning up the streets of Bohan. ボーハンの街の清掃について。 Manny Yeah! そうだ! Niko Tuen that off. カメラを止めろ。 Jay trying to reform their neighbourhood. あたりの再生を試みようと… Manny Wait! 待て! Jay Hey, hey! please, what are you doing? Hey! My... おい、おい!おい、何をしてるんだ、おい!俺の… Manny Hey, hold on a second, man!Wha... ヘイ、ちょっと待て!ちょ… Jay cam... カメ… Jay Manny! マニー! Niko Sorry. すまない。 Manny Ok everyone, that ll be all for today, thats was great. OK、お前ら。今日はここまでだ。良かったよ。 Manny Thank you veru much, that ll be all for today, thanks a lot. 本当にありがとう、今日は終わりだ、ありがとうよ。 Manny (ニコに向かって)What are you doing? 何をしてんだテメェ? Niko What were you saying? 何言ってんだテメェ? Manny We gotta some of these dealers off the streets, man, you know? 俺らで密売人共を片付けるんだよ、分かるよな? Manny And I want them to know it was me, man. そして俺が片付けたと認めてもらうんだよ。 Niko Fine, just don t point the camera at me when you re doing it. 分かったよ、だが俺をカメラに映すんじゃねえよ。 Manny that s my testimony, man. これが俺の証拠になるんだよ。 Manny Look, brother, will you help? Please? なあ、兄弟、力を貸してくれよ?な? Manny Look, I got money. I got... I got money. 報酬は出す…報酬は…ちゃんと出す。 Niko In which case you ve got help. それなら乗ってやるよ。 Manny Good! Alright, hey, how s the camera? よし!そうだ、へい、カメラは? Jay It s not good. ダメだ。 Manny Wh...What do you mean it s no good? ど、どれくらいダメなんだ? Manny Can you tape us...? テープとかじゃダメか…? Jay Just don t even... カンペキにダメだ… Manny Okay. そうか。 Manny Alright, okay, well listen, look...here s what were gonna do... 分かった、よし、聞いてくれ。これから手順を説明する。 Manny We re gonna get all these dealers off the streets and we re gonna kick their ass and they re gonna know it was me... 俺達は売人共を全部蹴散らし、ヤツらを追い出す、そして俺の行動が見られる… ~外に出る~ Manny Yo, we need a car if we re gonna clean these streets. よう、ヤツらを片付けるには車がいるぞ。 指示 "Get in a vehicle with Manny." 乗り物にマニーと共に乗り込め。 Manny Last I heard these was up on Grand Boulevard.Let s go take a look, man. 最後にヤツらがいるのを見たのはグランドブルバードだ。ヤツらを探しに行くぞ。 指示 "Go to the dealer s place with Manny." マニーとともに売人共のところへ行け。 Manny So you and Mallorie is tight,hun? She and your cousin is together now. それでマロリーとはどうなんだ、なあ?彼女とお前の従兄弟が付き合ってるらしいな。 Manny I love that girl,man,I love her, man. Your cousin better not be messing with her head. 俺は彼女が好きだ、彼女が好きなんだ。お前の従兄弟が遊びだったらタダじゃおかねえぞ。 Manny He going to propose, right? He s going to make an honest woman of her, right? プロポーズもするのか?結婚もするってんだよな? Niko I think that s as much of a decision of Mallorie s as it is Roman s. どう判断してるかはマロリーとローマン次第だろ。 Niko I don t know if he s grown up enough to make a good husband.What s it to you anyway? 幼なじみだからっていい夫になるとは限らないだろう。それがお前に関係あるのか? Niko I didn t know you and Mallorie was that close. マロリーとお前の関係も俺には関わりのないことだ。 Manny Shit, man.Manny s close to everyone who grew up on the streets of South Bohan, man. ったくよ、マニーは俺達と共にサウスボーハンのストリートで育ったんだよ。 Manny They my people, alright? 俺らは同士なんだ、分かるか? Niko Sure. あぁ。 (売人の車を発見) Manny The dealer and his drug wagon are up there. Pull up behind and we wait. 売人とヤクの車があった。後ろについて待つぞ。 (移動開始) Manny There he be. We gots to follow him to them other teeches, man. 行ったぞ、ヤツらに付いて行けば他のヤツらも見つかるだろう。 Manny They be sucking the damn life out of these streets. ストリートに寄生するクソ野郎どもめ。 指示 Follow the dealer to the meet, don t let him know you re following him. 売人を尾行しろ 尾行していることに気づかれるな。 Niko You know, when I was stalking this girl in Europe, I found that two cars lengths was the best distant. そういえば女性をつけるには車二台分の距離を取るのがベストだってヨーロッパで気づいたんだよ。 Manny You Know, these streets is mine,man! I can feel them flowing through my veins. この街はオレたちのモンだ!俺の血からそう感じるぜ。 Niko You sound like you got something else in your veins. 不整脈の間違いなんじゃないか? Manny I ain t touched that shit in years. Who you been talking to, man? もうずっと触ってないぜ、誰と話してると思ってやがる? Manny I m crean, man.Serene. Fucking Serene. 俺はクリーンだ。きれいサッパリだよ。 Niko Oh, I m sorry. ああ、そりゃあ悪かった。 Manny You ever thought about doing some TV? You might be able to get a series off the back of mine, you know? テレビに出たいとは思ったことないか?俺ならお前を出してやれるかもしれないぜ。 Manny Niko Bellic Street Justice, bro! "ニコ・ベリック 正義の使者"だ! Niko Not really my scene. 俺の出番はなさそうだな。 Manny Just wait til you see your face on screen, man. Maybe you change your mind then! 画面に出てる姿を見てみろ、きっと考えが変わると思うぜ! Niko (Yeah,)I always wanted to be a well-known idiot. (あぁ、)ずっと人気者のバカにはなりたかったよ。 Manny People say to me, "Manny why you do this? Why you want to clean up the streets so bad? What s your passion?" 人々が俺に言うんだ、「何でそんなことするんだ?なぜストリートの悪を追い払おうと?何がそうさせるんだ?」 Niko Do you tell them"To get famous."? 「人気になりたかったから」とでも言うのか? Manny It s for love, man.They know me coz l help people, man.I m all love for these streets. 愛だよ、メン。俺は人々に協力したいんだよ。俺はストリートに愛を捧げているんだ。 Manny Looks like he about to stop yo. You best pull up behind him, man. 止まるみたいだぜ、ヨオ。ヤツらの後ろに止めるんだ。 指示 Park behind the dealer. 売人の後ろに止めろ。 (到着) Manny Follow him into that warehouse and get rid of the dealers. ヤツらのあとについて屋内へ入って、売人を片付けてこい。 Niko I thought you were going to clean up the streets? お前が片付けるんじゃないのかよ? Manny Hey, the message is what s important, man. It don t matter who give it. ヘイ、メッセージが大事なんだろ。誰がやったかじゃあない。 Manny I for one ain t in this shit for the ego trip. カッコつけのためにやってるわけじゃねえんだ。 Manny You talking my money, aren t you? Be my voice.I m gonna go back and get Jay. お前はカネのためだろ?俺の声になれ。俺は戻ってジェイを連れてくる。 指示 The dealer went into the warehouse, get him. 売人は倉庫に入った、ヤツを倒せ。 指示 Wipe out all the dealers. 売人を殲滅しろ。 Dealer Cut him up, boys. コイツを殺せ。 左上Tips To immediately equip weapons use quick swap. Hold LB(L2) and pless a direction on cursol(十字キーのマーク). 武器を素早く交換できる。LB(L2)を押しながら十字キーを押せ。 左上Tips Each direction on cursol will bring up a different type of weapon. それぞれカーソルによって違う武器を選べる。 左上Tips Press → for projectives, press ↓ for shot guns, press ← for pistols, and press ↑ to switch assault rifle and submachine gun. →を押すと投擲武器、↓でショットガン、←で拳銃、↑で小銃・SMGに変更だ。 (全員撃破) 指示 Leave the warehouse. 倉庫から出ろ。 (カメラに映ったマニー、それを映すジェイ。) Jay The fearsome street warrior outside the site of another gandland massacre.Oh... 勇敢なストリート戦士がギャングの虐殺現場の外に居ます。 Manny Yeah... sright... ああ…そうだ… Jay Cut. カット。 Manny Okay. OK。 Niko What? なんだ? Jay Oh, oh, oh, oh. オウ、オウオウオウ。 Jay Could you walk out there just one more time? We need to get the shot just right. もっかい歩いてきてくれるか?ちゃんと撮影したいんだ。 Manny Oh, yeah, yeah, that s a good idea. おお、いいね、いいね、いいアイディアだ。 Niko I can put my foot through your face if you like. お気に召すならお前の顔に蹴りを入れていいんだぞ。 Niko I don t mind doing that again and again until I get it right. ちゃんと撮れるってなら何度でも何度でもやってやろうか。 Manny, Oh, oh, easy, easy Niko. おい、おい落ち着け、落ち着くんだニコ。 Manny, Hey did it look good? Huh? Was it a good mixture of that sadness and resolve? ヘイ、撮れたか?なあ?悲しみと決意に満ちた表情をよ? Jay You looked great. しっかり撮れてるぜ。 Manny; Great, yeah, let s do it. いいね、よし、始めるか。 Jay Okay from the top? OK始めからか? (呆れてその場を離れるニコ) Manny Yeah right here.Wait...where are you going? そうだ、最初からだ。待て…どこへ行くんだ? Jay More senseless death and the police aren t even here yet. 警察すら居ない無慈悲な死の現場に来ています。 Jay "Help" has only name on the streets of South Bohan - Manny Escuela. サウスボーハンストリート唯一の「救済」といえる名前 - マニー・エスクエラ。 Manny That s right, follow me, but be prepared,Street life are nt pretty. そうだ、ついてこい、だが注意しろ、ストリートの人生はそんなに甘くないぞ。
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."
https://w.atwiki.jp/vocaloidenglishlyric/pages/474.html
【Tags Gakupo Kaito Len haku natsuP tL tM tT H】 Original Music title 背徳の記憶 〜The Lost Memory〜 English music title The Immoral Memory -The Lost Memory- / The Memories of Immorarity -The Lost Memory- Romaji music title Haitoku no Kioku -The Lost Memory- Music Lyrics written, Voice edited by natsuP Music arranged by natsuP haku Singers Kaito, 神威がくぽ (Kamui Gakupo / Camui Gackpo / Gackpoid), 鏡音レン (Kagamine Len) Click here for the original Japanese Lyrics English Lyrics (translated by blacksaingrain): The scene I ve seen before is dyed in sepia As I look up into the boring sky, I can t help but sigh again and again on the afternoon I d be crushed by loneliness and go crazy Even the memory, lies and truths I was deprived of Sinking my thought, time passes cruelly Without even knowing why I m here now Just Melting the heart broken into pieces without having feelings I can t recall something, someone precious Remember The impure and sinful love If I could turn back time I wanted to know the bright season I spent with you once again Remember Tell me, though it s still blank Why do tears roll down? Rushing through time, to the place Where is the reason for the pain I can t get rid of? After untying the wet hair And exchanging kisses You were cruelly silent By the depths of your eyes I promised eternity to save you out of here Taken in by poison as if to be noctambulous Your profile was too bright to see The light dazzlingly shining is an illusion Remember The impure and sinful love If I could turn back time I wanted to know the bright season I spent with you once again Remember Tell me, though it s still blank Why do tears roll down? Rushing through time, to the place Where is the reason for the pain I can t get rid of? I ll call your name over and over again As I want you to recall it Even if my voice gets hoarse Remember Pieces of the memory I took back wring my heart Even if every time the answer shows the reason why you left I kill myself for my foolishness Remember Wishing the threads of the linked tie To be tied someday I ll offer my prayers over and over again Even if I know it would be a sin… Remember Falling into darkness Remember Romaji lyrics (transliterated by blacksaingrain): sepia iro ni somaru mioboe no aru doukei taikutsuna sora miagetewa tameiki majiri no gogo kodoku oshitsubusare kurutteshimaisou ubawareta kioku mo usomo shinjitsumo omoi shizume zankokuni sugisaru jikan naze koko ni iru no ka sae shirazu ni tada kanjou no nai mama barabara no kokoro wo tokashiteiku omoidasenai taisetsuna mono wo Remember kegareta tsumibukaki ai jikan ga moshi modoserunara anata to sugoshita azayakana kisetsu wo mou ichido shiritai Remember oshiete kuuhaku no mama doushite namida wa koboreru? toki wo kakemeguri ano basho e nukenai itami no wake wa doko ni? nureta kami wo hodoki kawashita kuchizuke no ato zankokuni mukuchina anata no hitomi no oku ni koko kara sukutte to eien wo yakusokushita doku ni nomikomare muyuubyou no youni azayaka sugite mienai anata no yokogao mabushiku terasareru hikari wa maboroshi Remember kegareta tsumibukaki ai jikan ga moshi modoserunara anata to sugoshita azayakana kisetsu wo mou ichido shiritai Remember oshiete kuuhaku no mama doushite namida wa koboreru? toki wo kakemeguri ano basho e nukenai itami no wake wa doko ni? nando demo anata no namae yobu kara omoidashite hoshikute koe karetemo Remember torimodoshita kioku no hahen ga mune wo shimetsukete kimi ga satta kotae wo shiru tabi orokana jibun wo ayametemo Remember tsunagatta kizuna no ito itsuka musubareru youni to kurikaeshi inori wo sasageru yo tatoe kore ga ayamachi da to shittemo... Remember yami ni ochiteku Remember [natsuP, natsu-P, haku]
https://w.atwiki.jp/chex/pages/336.html
Underworld / 冥界 Basic Information Type Multi-Legged Durabilty 1200p OKE Weight 7620kg Payload 23200kg Payload in Engine Power 150% 34800kg On-Board Arms 3 Weapon 1 Assault Gun, Beam Gun, Electromagnetic Pulse Gun, Napalm Gun, Shell, Shotgun Weapon 2 Rocket Launcher(S12/M6/L3) , Missile Launcher(S12/M6/L3), Land Mine Dispenser(6), Aerial Mine Dispenser(6), Special Launcher(Sonic Blaster(12),the others(6)) Weapon 3 Land Mine Dispenser(8), Aerial Mine Dispenser(8), Flying Decoy(8) On-Board Options 4 On-Board Energy 2600GJ 520kg On-Board Energy in its rate 150% 3900GJ 780kg Heat Resist 3000P Attack Attack Low Hit downward by right hand. Attack High Hit horizontally by right hand. Attack Far Hit by right hand jumping forward. Special Move Number Name Summary 1 Forward Right Jump About 70 deg. rotation to left jumping forward right. 2 Forward Left Jump The converse of 1. 3 Strafe Backward Shot with weapon1 from about 30 deg. right to about 30 deg. left centering the front. Feature A multi-legged OKE balanced in the points of firepower, durability, mobility etc. The durability and stability are especially high level, moreover the jump capacity is very gut. This OKE can equip such weapons as shotgun, launcher and mine, so no problem about width of selecting weapons. The payload is high too, so if you make this OKE’s armor thickness thick, you can design this OKE with balance. This OKE’s capacity is totally high level, but, in other words, has a weak point to have no topping advantage. This OKE is not do well such tactics as enforcing his advantage on opponents, and tends to be one step behind when opponents attack positively. Therefore you need to take measures in designing for this OKE to be able to deal with various OKEs. It depends on you whether for this OKE to be almighty or common. And this OKE is often compared with Arachne. Arachne can equip weapon1 with cannon and weapon3 with launcher, so in the point of firepower Arachne is superior to Underworld. In other points Underworld is conversely superior to Arachne. Often Observed Styles Shotgun Underworld A style fight in middle-range with shotgun.
https://w.atwiki.jp/naobe/pages/42.html
OpenSourceに戻る バージョンと標準 Tomcatバージョン servlet jsp 6.0 2.4 2.0 5.5 2.3 2.0 ソースプログラム http //tomcat.apache.org/download-60.cgi Tomcat6.0.3.5ソース解読 苦労しました。大筋は合っていると思う。 Tomcat解読.xls 起動 Bootstrap#startからCatalina#startを呼び出す。Server#startを実行し、Server.xmlで設定したポート番号でsocketのstreamからreadする。readした文字が"SHUTDOWN"なら停止処理を実行する。 server.xmlからデフォルトのポート番号は、8005になる。 Server port="8005" shutdown="SHUTDOWN" public class Catalina extends Embedded { public void start() { ((Lifecycle) getServer()).start(); if (await) { await(); stop(); } public void await() { getServer().await(); } public final class StandardServer public void await() { awaitSocket = new ServerSocket(port, 1, InetAddress.getByName("localhost")); while (!stopAwait) { ServerSocket serverSocket = awaitSocket; Socket socket = null; StringBuilder command = new StringBuilder(); try { InputStream stream = null; socket = serverSocket.accept(); socket.setSoTimeout(10 * 1000); // Ten seconds stream = socket.getInputStream(); // Read a set of characters from the socket int expected = 1024; // Cut off to avoid DoS attack while (expected shutdown.length()) { if (random == null) random = new Random(); expected += (random.nextInt() % 1024); } while (expected 0) { int ch = -1; try { ch = stream.read(); } catch (IOException e) { log.warn("StandardServer.await read ", e); ch = -1; } if (ch 32) // Control character or EOF terminates loop break; command.append((char) ch); expected--; } // Match against our command string boolean match = command.toString().equals(shutdown); if (match) { break; } } 停止 Bootstrap#stopServerからCatalina#stopServerを呼び出す。 ソースは以下になっている。Serverのポート番号からソケットを作成して、"SHUTDOWN"という文字を送信している。 public class Catalina extends Embedded { public void stopServer(String[] arguments) { ・・・・ s = getServer(); try { if (s.getPort() 0) { String hostAddress = InetAddress.getByName("localhost").getHostAddress(); Socket socket = new Socket(hostAddress, getServer().getPort()); OutputStream stream = socket.getOutputStream(); String shutdown = s.getShutdown();// "SHUTDOWN" for (int i = 0; i shutdown.length(); i++) stream.write(shutdown.charAt(i)); stream.flush(); stream.close(); socket.close(); } else { log.error(sm.getString("catalina.stopServer")); System.exit(1); } } catch (IOException e) { log.error("Catalina.stop ", e); System.exit(1); } レルム レルムとは、ユーザ、パスワード、ロールをまとめたもの。ユーザDBのエントリに相当する。UserDatabaseRealm、JDBCレルム、DataSourceレルム、JNDIレルムがある。web.xmlのセキュリティ設定で制限されたURLをアクセスするときに認証するためのユーザ、パスワード、ロールを定義したもの。web.xmlでは、URLとHTTPメソッドに対してロールを割り当てる。 UserDatabaseRealm JNDIを介してアクセスするがデフォルトでは$CATALINA_BASE/conf/tomcat-user.xmlを使う。 $CATALINA_BASE/conf/server.xmlに以下を設定する。 Realm className="org.apache.catalina.realm.UserDatabaseRealm" resourceName="UserDatabase"/ Engine 直下に設定すると、Tomcat内の全ての仮想ホストで共通の設定になる Host 直下に設定すると、仮想ホスト内で共通の設定になる。 Context 直下に設定すると、WEBアプリケーション内で共通の設定になる。 web.xmlで制限をかけたURLにアクセスすると、認証(BASIC,DIGEST,FORM)を行う。 認証に成功すると、ユーザを内部に保管して、指定したURLに移動する。 BASIC認証の場合は、ブラウザを閉じる(TCPコネクションclose ?)までユーザをキャッシュする(認証を行わない)。 FORM認証の場合は、セッションタイムアウトになるまでユーザをキャッシュする。キャッシュされたユーザはセッションの直列化をまたがって保存されない(APサーバ停止によるセッションの保管のことでしょう)。 tomcat-users.xmlの設定例 tomcat-users user name="tomcat" password="tomcat" roles="tomcat" / user name="role1" password="tomcat" roles="role1" / user name="both" password="tomcat" roles="tomcat,role1" / /tomcat-users データソース Tomcat6.Xの内部データソースは、org.apache.tomcat.dbcp.dbcp.BasicDataSource。これは、org.apache.commons.dbcp.BasicDataSourceと同じもの。 http //www.flsi.co.jp/Java_text/vol140.htm 参照 設定 項目 内容 親を優先とするクラスローダの移譲 web.xmlのcontextのdelegate属性にtrueを設定する セッションタイムアウト conf/web.xmlのsession-configタグを修正するとすべてのWEBアプリケーションに影響する。WEBアプリケーションのweb.xmlを修正すると、WEBアプリケーションのみ影響する。単位は分。 サーバ化 【参考】 http //miyazaki.ddo.jp/linuxserver/tomcatautostart.html http //www.atmarkit.co.jp/fjava/rensai4/safetomcat_01/safetomcat_01_1.html 【環境】 tomcat バージョン:6.0 OS CentOS 5.5 専用ユーザ作成 #adduser -d tomcatインストールディレクトリ -s /sbin/nologin tomcat 所有者の変更 #chown -R tomcat tomcatインストールディレクトリ #chmod -R g-r,g-w,g-x tomcatインストールディレクトリ JAVA_HOME設定 $TOMCAT_INSTALL/binsetenv.shに以下を設定 JAVA_HOME=JAVAホームディレクトリ JRE_HOME=JAVAホームディレクトリ commons-daemon commons-daemon概要 Javaは、signalに対応していないため、サーバの急なシャットダウンなどのタイミングでサーバリソース(TCP接続、DBとのコネクションなど)の正規の終結処理ができない。CとJavaを組み合わせてこれに対応したもの。UNIXとWindowsで異なるモジュールを提供する。UNIX版は、jsvc。 commons-daemonのインストール http //commons.apache.org/daemon/download_daemon.cgi から以下をダウンロード commons-daemon-1.0.5-src.tar.gz commons-daemon-1.0.5.jar commons-daemon-1.0.5-src.tar.gzを展開し以下を実行。 [hoge@athlon4 tmp]$ cd commons-daemon-1.0.5-src [hoge@athlon4 commons-daemon-1.0.5-src]$ cd src/ [hoge@athlon4 src]$ cd native/ [hoge@athlon4 native]$ cd unix/ [hoge@athlon4 unix]$ sh support/buildconf.sh [hoge@athlon4 unix]$ ./configure *** Current host *** checking build system type... i686-pc-linux-gnu checking host system type... i686-pc-linux-gnu checking cached host system type... ok *** C-Language compilation tools *** checking for gcc... gcc checking for C compiler default output file name... a.out checking whether the C compiler works... yes checking whether we are cross compiling... no checking for suffix of executables... checking for suffix of object files... o checking whether we are using the GNU C compiler... yes checking whether gcc accepts -g... yes checking for gcc option to accept ANSI C... none needed checking for ranlib... ranlib checking for strip... strip *** Host support *** checking C flags dependant on host system type... ok *** Java compilation tools *** checking for sablevm... NONE checking for kaffe... NONE checking for javac... /usr/java/jdk1.6.0_21/bin/javac /usr/java/jdk1.6.0_21/bin/javac checking wether the Java compiler (/usr/java/jdk1.6.0_21/bin/javac) works... yes checking for jar... /usr/java/jdk1.6.0_21/bin/jar gcc flags added checking for cap_init in -lcap... yes *** Writing output files *** configure creating ./config.status config.status creating Makefile config.status creating Makedefs config.status creating native/Makefile *** All done *** Now you can issue "make" [hoge@athlon4 unix]$ make clean (cd native; make clean) make[1] ディレクトリ `/home/hoge/tmp/commons-daemon-1.0.5-src/src/native/unix/native に入ります rm -f arguments.o debug.o dso-dlfcn.o dso-dyld.o help.o home.o java.o location.o replace.o locks.o signals.o ../jsvc jsvc-unix.o libservice.a make[1] ディレクトリ `/home/hoge/tmp/commons-daemon-1.0.5-src/src/native/unix/native から出ます [hoge@athlon4 unix]$ make (cd native; make all) make[1] ディレクトリ `/home/hoge/tmp/commons-daemon-1.0.5-src/src/native/unix/native に入ります gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c jsvc-unix.c -o jsvc-unix.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c arguments.c -o arguments.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c debug.c -o debug.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c dso-dlfcn.c -o dso-dlfcn.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c dso-dyld.c -o dso-dyld.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c help.c -o help.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c home.c -o home.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c java.c -o java.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c location.c -o location.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c replace.c -o replace.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c locks.c -o locks.o gcc -g -O2 -DOS_LINUX -DDSO_DLFCN -DCPU=\"i386\" -Wall -Wstrict-prototypes -DHAVE_LIBCAP -I/usr/java/jdk1.6.0_21/include -I/usr/java/jdk1.6.0_21/include/linux -c signals.c -o signals.o ar cr libservice.a arguments.o debug.o dso-dlfcn.o dso-dyld.o help.o home.o java.o location.o replace.o locks.o signals.o ranlib libservice.a gcc jsvc-unix.o libservice.a -ldl -lpthread -lcap -o ../jsvc make[1] ディレクトリ `/home/hoge/tmp/commons-daemon-1.0.5-src/src/native/unix/native から出ます [hoge@athlon4 unix]$ 作成されたjsvcのownerをtomcatに修正して${TOMCAT_HOME}/binにコピー /etc/init.dに起動スクリプト作成 # # source function # . /etc/init.d/functions # # That is for Tomcat-5.0.x (Apache Tomcat/5.0) # # Adapt the following lines to your configuration JAVA_HOME=/usr/java/jdk1.6.0_21 CATALINA_HOME=/opt/apache-tomcat-6.0.29 TOMCAT_USER=tomcat # for multi instances adapt those lines. TMP_DIR=/tmp PID_FILE=/var/run/jsvc.pid LOCKFILE=/var/lock/subsys/tomcat CATALINA_BASE=$CATALINA_HOME CATALINA_OPTS= CLASSPATH=\ $JAVA_HOME/lib/tools.jar \ #$CATALINA_HOME/bin/commons-daemon.jar \ $CATALINA_HOME/bin/commons-daemon-1.0.5.jar \ $CATALINA_HOME/bin/bootstrap.jar case "$1" in start) echo -n "Starting jsvc " # # Start Tomcat # $CATALINA_HOME/bin/jsvc \ -user $TOMCAT_USER \ -home $JAVA_HOME \ -Dcatalina.home=$CATALINA_HOME \ -Dcatalina.base=$CATALINA_BASE \ -Djava.io.tmpdir=$TMP_DIR \ -wait 10 \ -pidfile $PID_FILE \ -outfile $CATALINA_HOME/logs/catalina.out \ -errfile 1 \ $CATALINA_OPTS \ -cp $CLASSPATH \ org.apache.catalina.startup.Bootstrap # # To get a verbose JVM #-verbose \ # To get a debug of jsvc. #-debug \ RETVAL=$? if [ $RETVAL = 0 ]; then echo_success touch $LOCKFILE else echo_failure fi echo ;; stop) # # Stop Tomcat # $CATALINA_HOME/bin/jsvc \ -stop \ -pidfile $PID_FILE \ org.apache.catalina.startup.Bootstrap RETVAL=$? if [ $RETVAL = 0 ]; then echo_success rm -f $PIDFILE $LOCKFILE else echo_failure fi echo ;; *) echo "Usage tomcat start/stop" exit 1;; esac プロセス 上記の設定でjsvcを起動すると、オーナがrootのプロセスとtomcatのプロセスが常駐する。指定のポート番号をlistenしているのは、tomcatのプロセス。 Tomcatのクラスローダ 以下、Tomcat6の場合。 クラスローダ 対象ロケーション 説明 WEBアプリケーション WEB-INF/classes,WEB-INF/lib 他のWEBアプリケーションからは使われないクラスローダ Shared tomcat /shared/lib, tomcat /shared/lib/*.jar。 tomcat /conf/catalina.propertiesのshared.loaderに設定する。設定がなければcommonローダと同じ。 WEBアプリケーションが共用するクラスローダ Catalina tomcat /conf/catalina.propertiesのserver.loaderに設定。設定がなければcommonローダと同じ。 Tomatの実行に使用される。WEBアプリケーションから使えないクラスローダ common tomcat /lib, tomcat /lib/*.jar tomcat /conf/catalina.propertiesのcommon.loaderに設定されている。 TomcatとWEBアプリケーションの両方から使われるクラスローダ 委譲の優先順位 ブートストラップ・クラスローダ システム・クラスローダ Webアプリケーション自身のクラスローダ Commonクラスローダ Sharedクラスローダ WEBアプリケーション Tomcat /webapps下にディレクトリを作成すると、そのディレクトリ名のWEBアプリケーション(コンテキストパスがディレクトリ名)が追加される。 任意のディレクトリをWEBアプリケーションに追加するには、conf/server.xmlに以下を設定。 Server Service Engine Host Context path="/naobe" docBase="c /webapps/naobe" debug="0" reloadable="true" /Context c /webapps/naobe以下のディレクトリ構成は以下。 WEB-INF +-- web.xml +-- classes | +-- パッケージ、クラスファイル +-- lib docBaseは、Tomcatインストールディレクトリからの相対ディレクトリも指定可能。 http //localhost 8080/naobeでWEBアプリケーションを参照できる。
https://w.atwiki.jp/futuremarketinsights/pages/10.html
Nowadays, speed of life that has escalated to mind boggling levels, having a leisure breakfast is a thing of the past, especially in rapidly developing and developed countries. As per comprehensive research done by Future Market Insights in the year 2019, more and more individuals prefer convenient breakfast alternatives that can be eaten on the go or in the workplace. Fast-paced lifestyles and rising women s involvement in the workforce and longer travel times are both driving demand for on-the-go breakfast products around the world, especially in the fast-growing Asia-Pacific region and the developed regions of the European Union and North America. Furthermore, growing urbanization and the notion of nuclear families make working women juggle domestic and work duties and as a result, there is little time to make or have a leisurely breakfast, as the urban population fights increasing commutes and a lack of time. All these factors contribute significantly to the success of quick easy-to-eat and safe on-the-go breakfast products as compared to sugar cereals. Growing demand for prepared goods generates a need in food beverage retail stores to expand the presence of on-the-go breakfast products. For leading F B firms, producing ready-to-eat edibles has become profitable as advanced innovations continue to deliver cost-effectiveness in processes of processing, preservation and packaging. The demand for on-the-go breakfast items is rising at an unparalleled rate globally, suggesting that customers from around the world prefer fast-made but balanced breakfasts such as oatmeal or yoghurt cereals. The biggest problem, however is that there have been many shortcomings in global distribution for on-the-go breakfast products that shorten the supply chain and limit the presence of such products in consumer retail outlets. However, the delivery of on-the-go breakfast items products is projected to be inconsistent in several regions, which is hampering the global market s overall growth. Compared to developing areas, customers in developed countries are more knowledgeable about on-the-go breakfast items. Manufacturers are known to opt for limited distribution networks such as social outlets and e-tailing sites in developing countries such as Brazil, China and India, amongst others. As a result due to less prevalence in other distribution networks, the distribution of on-the-go breakfast items in these regions is weakened. In addition, in contrast to other ready-to-eat products, pricey on-the-go breakfast products often sidetrack customer preferences with respect to packaged breakfast products. Source- https //www.futuremarketinsights.com/reports/on-the-go-breakfast-products-market [[https //www.futuremarketinsights.com/ ]]
https://w.atwiki.jp/warband/pages/614.html
ui_texture_detail|Texture Detail ui_max_frame_rate|Max. Frame Rate ui_enable_bumpmap|Use Bump Mapping ui_disable_blood|Hide Blood ui_disable_music|Disable Music ui_disable_sound|Disable Sound ui_enable_cheats|Enable Cheats ui_enable_edit_mode|Enable Edit Mode (Be warned, this slows down the game.) ui_enable_pixel_shaders|Use Pixel Shaders ui_enable_sound_variation|Enable Sound Variation ui_enable_vertex_shaders|Render Method ui_shadow_quality|Shadow Quality ui_directx_7|DirectX 7 ui_directx_9|DirectX 9 ui_show_framerate|Show Framerate ui_start_windowed|Start Windowed ui_trialmode_caption|Activation ui_trialmode|Please take a moment to activate Mount Blade Warband with your serial key. Your unique, 16-digit serial key is included inside your boxed copy.\nIf you don't wish to activate the game now for any reason, you can still continue to play the game in trial mode, however you won't be able to advance past character level 8. ui_launch_buy|Buy a License from TaleWorlds.com ui_launch_faq|Activation Frequently Asked Questions ui_trialmode2|In order to activate the game now... ui_trialmode3|Or, you can also... ui_trialmode4|If you have any questions about the activation process, you can read... ui_serial_key_caption|Serial Key ui_notification_serial_input|Enter your serial key below (you can copy paste it) and click on Activate button ui_activate|Activate ui_paste|Paste ui_notification_serial_internet_connection|Activation requires an active Internet Connection! ui_notification_serial_offline|If this computer does not have access to the Internet you can also use ui_manual_activation|Manual Activation ui_offline_activation|Offline Activation ui_manual_activation_caption|Manual Activation ui_offline_activation_caption|Offline Activation ui_cancel2|Cancel ui_close|Close ui_ok2|OK ui_activation_successful|The game has been activated successfuly. ui_activation_successful2|Please keep your serial key for future reference. You may need it again in the future if you want to install Mount Blade Warband on a new computer. ui_activation_denied|Activation Denied! ui_notification_serial_already_used|Serial Key already used for another computer. You must wait for a few weeks to reactivate the game on this computer. ui_notification_unable_to_connect_to_activation_server|Unable to connect to activation server! ui_notification_unable_to_connect_to_activation_server2|Please make sure that your internet connection is active and working properly and try again. If you are using a firewall, you many need to give the game permission to access the internet. If all else fails, you may always use manual activation. ui_incorrect_serial_number|Incorrect Serial Key! ui_incorrect_hardware_hash|Incorrect Hardware Hash! ui_incorrect_activation_code|Incorrect Activation Code! ui_cant_write_to_registry|Can't Write to Registry! ui_video|Video ui_audio|Audio ui_game|Game ui_advanced|Advanced ui_mount_and_blade_is_ready|Mount Blade Warband is ready. ui_notification_trial_mode|Mount Blade Warband is currently running in Trial Mode. In this mode you can play the game freely until your character reaches level 6. To continue further, please buy a license from taleworlds.com. It takes only a minute to buy a license online and unlock the complete mode. ui_there_are_no_modules_installed|There are no modules installed! ui_notification_new_version|A newer version of Mount Blade Warband was found.\nCurrently installed version is %d.%d%d%d.\nLatest version of Mount Blade Warband is %d.%d%d%d.\nYou can download the new version from www.taleworlds.com. ui_new_version_found|New Version Found! ui_notification_unable_to_retreive_new_version|Unable to retrieve new version info. Please try again later. ui_new_version|New Version ui_notification_latest_version|The installed version of Mount Blade Warband is the most current one. ui_mount_and_blade_is_up_to_date|Mount Blade Warband is up-to-date! ui_off|Off ui_continue_playing_the_trial_mode|Continue playing in Trial Mode ui_faq_caption|FAQ ui_faq_text|Q What is activation?\r\nA The activation system is a user-friendly copy-protection method which is based on distributing a unique serial key along with each copy of the game. You need to activate the game once on every computer that you want to play the game with your serial key. After activating once, you don't need to do anything else to play such as keeping the game disc in the drive. As long as you keep your serial key, you will be able to activate and play the game easily, even after many years.\r\n\r\nQ Where can I find my serial key?\r\nA Each boxed copy of the game includes a unique serial key. Different vendors may distribute the keys in different ways, but it is typically attached to the cover of your printed manual. If you have purchased your game online, then the online vendor should supply you your serial key.\r\n\r\nQ How does the activation process work?\r\nA The game creates a hash-value from the specifications of your computer and sends it to an activation server over the internet together with your serial key. The activation server registers the serial key to your computer and responds with an activation number, which then unlocks the full mode of the game.\r\n\r\nQ Can I activate the game on multiple computers?\r\nA Yes, you can. But please remember that the game is licensed to you for your own personal use. The activation server may reject a serial key temporarily if it is used on too many computers in a short period of time. \r\n\r\nQ The program stops to respond after I click on the activate button.\r\nA Sometimes it may take up to half a minute to carry out the activation process. Be patient, the game will eventually report the result.\r\n\r\nQ My computer does not have access to the internet. How can I activate the game?\r\nA In this case you may use manual activation. Just click on "Enter Your Serial Key", and then "Manual Activation" buttons. You will still need to open up the manual activation web-page from another computer that is linked to the internet.\r\n ui_auto_adjust|Auto Adjust ui_screen_size|Screen Resolution ui_antialiasing|Antialiasing ui_use_desktop_resolution|Use Desktop Resolution ui_play|Play Mount Blade Warband ui_check_for_new_version|Check For New Version ui_configure|Configure ui_configure_caption|Configure ui_mountandblade_website|Mount Blade Warband Website ui_current_setting| Current Module ui_manual_activation_text1|1) In your web browser, open the following address ui_manual_activation_text2|2) In the webpage that opens enter your serial key... ui_manual_activation_text3|3) ...and this machine's hardware hash ui_manual_activation_text4|4) The page will then give you an activation code. Enter or paste it below and click OK. ui_activation_code|Activation Code ui_force_vsync|Force Vertical Sync. ui_module_newer_than_application|The module you selected has been specified NOT TO WORK with the current version of the game. You are strongly advised not to run this setting. To remedy this, you may try checking for a newer version of the game. ui_module_older_than_application|The module you selected has been created for an older version of the game and may not work with the current version of the game. You may go ahead and try running it but there is a chance that you will run into difficulties. To remedy this, you may check if a newer version of the module is available. ui_m_low|Low ui_m_high|High ui_m_ultra_high|Ultra High ui_force_single_threading|Force Single Threading ui_not_enough_memory|It seems that you currently have %d MB of available total physical and virtual memory. Mount Blade Warband requires at least 700 MB of available memory in order to run without a problem. If Mount Blade Warband continuously crashes during your play, please close some of your programs before starting Mount Blade Warband or increase your virtual memory from Control Panel - System menu. ui_install|Install Mount Blade Warband DirectXText|"Mount Blade Warband requires DirectX 9.0c or above to run. This computer does not meet the requirement. To fix the problem you need to download and install the latest version of DirectX from Microsoft's website. Would you like to visit TaleWorlds DirectX Download page now?" NoMountAndBladeText|"Mount Blade Warband has not been installed on this computer. Please download the full installer from www.taleworlds.com and use it to install the game." ui_SavegamesText|"Do you want to keep your save files?" ui_trialmode_online|Mount Blade Warband is currently running in Trial Mode. In this mode you can play the game freely until your character reaches level 7. To continue further, you need to enter a serial key and activate the game. If you have already purchased the game, please enter your serial key now. If not you may easily purchase the game from Taleworlds.com. It takes only a minute to buy a license online and unlock the complete mode. ui_launch_activate|Enter Your Serial Key ui_trialmode2_online|After buying a license, you will obtain your serial key.\nTo unlock the full mode just proceed to... ui_trialmode3_online|Or, if you don't wish to purchase the game yet you can also... ui_trialmode4_online|Our online sales process is fully secure and we greatly respect our customers' rights to security, privacy, having backup copies of their game and upgrading their computers/hardware. If you'd like to learn more about our sales policy, please take a look at ui_ondemand_textures|Load Textures On Demand ui_language|Language ui_steam_not_running|Steam could not be initialized properly. Steam must be running to play this game. ui_switch_to_turkish_explanation|Oyunun dilini Turkce'ye cevirmek ister misiniz? ui_switch_to_turkish_yes|Evet ui_switch_to_turkish_no|Hayir ui_new_version_message|A newer version of the game is available. Do you wish to visit the download page now? ui_enable_version_check|Enable Version Check ui_disable|Disable ui_yes2|Yes ui_no2|No ui_new_version_message2|A newer version of the game is available. Please visit the online portal you purchased the game from to download the new version.