約 6,546,490 件
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Barbarian Active Skills 更新される方へ お手数ですが、更新前にスキル更新方針を参照するようお願いします。 Active SkillFury GeneratorBash Cleave Leap Attack Ground Stomp Frenzy War Cry Furious Charge Ancient Spear Fury SprenderThreatening Shout Hammer of the Ancients Battle Rage Weapon Throw Rend Seismic Slam Sprint Whirlwind SituationalIgnore Pain Revenge Over Power Earth Quake Call of the Ancients Wrath of the Berserker Active Skill Fury Generator Bash Unlocked at level 1 Generate 6 Fury per attack Brutally Smash an enemy for 145% weapon damage with a 20% chance to knock the enemy back. alabaster PulverizeCause a shockwave that inflicts 80% weapon damage to enemies in a 26 yard line behind the targeted enemy. Crimson OnslaughtAdd 7 reverberation that causes 18% weapon damage per strike. Golden UnleashedGenerate 7 additional Fury per attack. Indigo PunishEach attack grants a 10% damage boost for 5 seconds. This effect stacks up to 8 times. Obsidian ClobberGives each hit a 20% chance to stun the target for 3.5 seconds. Cleave Unlocked at level 4 Generate 4 Fury per attack Swing in a wide arc to deal 120% weapon damage to the targeted enemy and 60% weapon damage to any other enemies caught in the swing. Alabaster RuptureEnemies slain by this attack have a 100% chance to explode, causing 150% physical damage to all other enemies within 19 yards. Crimson Broad SweepIncreases damage to 260% weapon damage to the targeted enemy and 130% weapon damage to others in the arc. Golden Reaping SwingGenerate 1 Fury per enemy hit, up to 7 additional Fury total. Indigo Gathering StormDraw enemies in from 26 yards away before the strike lands. Obsidian Scattering BlastOn critical hits, knock enemies back 22 yards and inflict 175% weapon damage to enemies where they land. Enemies knock each other back up to 8 times. Leap Attack Unlocked at level 6 Generate 15 Fury Cooldown 10sec Leap into the air, dealing 40% weapon damage to all enemies within 8 yards of your destination. Only generates Fury if you hit an enemy. Alabaster Death from AboveLand with such force that enemies suffer a 100% chance to become stunned for 3 seconds. Crimson Call of ArreatShockwaves burst forth from the ground at the destination and knock enemies toward the Barbarian from 45.0 yards away. Golden Iron ImpactGain 700% additional armor for 4 seconds after landing. Indigo Toppling ImpactSend enemies hurtling 6 yards into other nearby enemies who suffer 80% weapon damage and are pushed back in a chain up to 2 times. Obsidian LaunchJump into the air with such great force that enemies within 7.5 yards of the origin of the jump take 160% weapon damage. Ground Stomp Unlocked at level 8 Generate 15 Fury Cooldown 12sec Shake the ground to inflict 30% weapon damage to all enemies within 12 yards and stun them for 3 seconds. Only generates Fury if you hit an enemy. Alabaster Deafening Crash Enemies in the area are slowed for 10 - 12 seconds after they recover from being stunned. Crimson Trembling Stomp Increase damage to 102% weapon damage. Golden Foot of the Mountain Increase Fury gained to 43 Fury per stomp. Indigo Wrenching Smash Increase the area of effect to 33 yards. Enemies are pulled closer before the strike lands. Obsidian Avalanche Enemies are knocked back 15 yards and inflict 175% weapon damage where they land. Frenzy Unlocked at level 11 Generate 3 Fury per attack Swing for 80% weapon damage. Each swing increases attack speed of Frenzy by 15% for 4 seconds. This effect can stack up to 5 times for an total bonus of 75% attack speed. Alabaster Triumph Killing a creature with Frenzy heals you for 25% Life over 6 seconds. Crimson Maniac Each Frenzy effect also increases your damage by 24%. Golden Smite Adds a 35% chance to call down a bolt of lightning from above, stunning your target for 3 seconds. Indigo Sidearm Each strike has a 55% chance to throw a piercing axe at a nearby enemy that deals 100% weapon damage to all enemies in its path. Obsidian Relentless While under the effects of Frenzy you gain 22% increased movement speed. War Cry Unlocked at level 14 Generate 30 Fury Cooldown 30sec Unleash a rallying cry to increase the armor of you and all allies within 30 yards by 100% for 60 seconds. Alabaster Invigorate Increases maximum Life by 50% and regenerates 479 Life per second while affected by War Cry. Crimson Hardened Wrath Increases the armor bonus to 260%. Golden Charge! Increases the Fury generated to 51 when used. Indigo Veteran s Warning War Cry also grants 27% dodge bonus. Obsidian Impunity All of your resistances are increased by 80% while affected by War Cry. Furious Charge Unlocked at level 16 Generate 15 Fury Cooldown 10sec Rush forward knocking back enemies and inflicting 60% weapon damage to enemies at the destination and 30% damage to enemies along the path of the charge. Only generates Fury if you hit an enemy. Alabaster Merciless Assault Cooldown is reduced by 1 second for every target hit. This effect can reduce the cooldown by up to 8 seconds. Crimson Battering Ram Increase damage at the destination to 300% weapon damage. Golden Stamina Generate 8 Fury for each target hit while charging. Indigo Juggernaut Regain 5% of your maximum Life for each target hit by Furious Charge. Obsidian Bull Rush Any targets who are critically hit by Furious Charge will be stunned for 5.0 seconds. Ancient Spear Unlocked at level 22 Generate 15 Fury Cooldown 10sec Throw a spear up to 45 yards to pull an enemy back to you, slowing target s movement by 50% and dealing 55% weapon damage. Alabaster Rage Flip Enemies hit with Ancient Spear will be tossed in the opposite direction and damage is increased to 143% weapon damage. Crimson Harpoon Pierce through up to 8 enemies in a straight line and drag them all back. Golden Skirmish Increases Fury gain to 38. Indigo Grappling Hooks Throw 8 spears. Each spear will pull back the enemy that it hits. Obsidian Siphon Gain Life equal to 700% of the damage inflicted. Fury Sprender Threatening Shout Unlocked at level 1 Cost 20 Fury Shout with great ferocity, reducing damage done by enemies withing 25 yards by 50% for 15 seconds. Alabaster Grim Harvest Enemies are severely demoralized. Each enemy has a 28% chance to flee for 2 - 9 seconds. Crimson Demoralize Affected enemies are also taunted to attack you for 9 seconds. Golden Stagger Affected enemies also have their attack speed reduced by 55%. Indigo Intimidate Affected enemies also have their movement speed reduced by 62%. Obsidian Terrify Enemies are badly shaken by the shout and have a 22% chance to drop additional treasure. Hammer of the Ancients Unlocked at level 2 Cost 20 Fury Call forth a massive hammer to smash enemies around the target for 180% weapon damage and increases critical hit change by 15%. Alabaster Thunderstrike Whenever you kill an enemy with Hammer of the Ancients every other nearby enemy has a 65% chance to be stunned for 3 seconds. Crimson Smash Strike a smaller area for 396% weapon damage. Golden Birthright Critical hits have a 55% chance to cause enemies to drop treasure or health globes. Indigo Rolling Thunder Modifies the strike to create a shockwave that deals 172% weapon damage to all enemies in front of you. Obsidian The Devil s Anvil Create a tremor at the point of impact that slows the movement speed of enemies by 40% and deals an additional 117% weapon damage over 2 seconds. Battle Rage Unlocked at level 3 Cost 20 Fury Enter a rage which increases damage by 30% and critical hit change by 4% for 30 seconds. Alabaster Bloodshed While under the effects of Battle Rage, critical hits cause an explosion of blood dealing 55% weapon damage to all nearby enemies. Crimson Marauder s Rage Increase damage bonus to 100%. Golden Into the Fray Critical hits generate 7 additional Fury. Indigo Ferocity Critical hits increase the duration of the Battle Rage effect by 4.0 seconds. Obsidian Swords to Ploughshares Critical hits have a 20% chance to cause enemies to drop additional treasure or health globes. Weapon Throw Unlocked at level 7 Cost 20 Fury Hurl a throwing weapon at an enemy for 210% weapon damage and slowing the movement of the enemy by 70% for 4 seconds. Alabaster Stupefy Aim for the head, causing your target to be confused and attack other enemies for 9 seconds. Crimson Mighty Throw Increase thrown weapon damage to 462% weapon damage. Golden Dread Shot Expend all remaining Fury to throw a fallen foe which inflicts an additional 9% weapon damage for each point of Fury expended to all enemies within 22 yards of the target. Indigo Ricochet Angle the weapon to ricochet and hit up to 8 targets within 20 yards of each other. Obsidian Throwing Hammer Hurl a hammer with a 33% chance to stun the target for 3 seconds. Rend Unlocked at level 9 Cost 20 Fury Perform a vicious strike to all enemies within 9 yards, dealing 60% weapon damage every seconds for 3 seconds. Alabaster Bloodbath Enemies killed while bleeding cause all enemies within 10 yards to begin bleeding for 100% weapon damage. Crimson Lacerate Increases damage to 123% weapon damage every second for 3 seconds. Golden Blood Lust; Gain 40% of the damage done by Rend as Life. Indigo Ravage Increases the range to deal 96% weapon damage every second for 3 seconds to all enemies within 14 yards. Obsidian Mutilate Increase bleeding duration to 10 seconds. Seismic Slam Unlocked at level 19 Cost 30 Fury Slam the ground to cause a wave of destruction that deals 215% weapon damage and knockback to targets in a 45 yard arc. Alabaster Cracking Rift Focus the seismic shockwaves along a narrow path to inflict 441% weapon damage to targets along a 42 yard path. Crimson Shattered Ground Increase damage to 366% weapon damage and increases the knockback by 225%. Golden Strength from Earth Reduce Fury cost to 16 Fury. Indigo Rumble The ground continues to shudder after the initial strike, damaging enemies in the area for 160% weapon damage. Obsidian Stagger Adds a 100% chance of stunning enemies for 3 seconds. Sprint Unlocked at level 24 Cost 20 Fury Increase movement speed by 40% for 6 seconds. Alabaster Gangway Slams through enemies, knocking them back and inflicting 200% weapon damage. Crimson Marathon Increases the movement speed bonus to 110% for 20 seconds. Golden Forced March Increase the movement speed of allies within 30 yards by 40% for 6 seconds. Indigo Scramble Increase dodge chance by 22% while sprinting. Obsidian Run Like the Wind Tornadoes rage in the wake of the Sprint, each one inflicting 200% weapon damage. Whirlwind Unlocked at level 27 Cost 8 Fury per second Deliver multiple attacks to everything in your path for 44% weapon damage every 0.40 seconds. Alabaster Blood Funnel Critical strikes restore 7% of your maximum Life. Crimson Volcanic Eruption Turns Whirlwind into a torrent of magma that inflicts 84% weapon damage every 0.40 seconds. Golden Eye of the Storm Reduce the cost of Whirlwind to 4.5 Fury per second. Indigo Dust Devils Generate harsh tornadoes that inflict 90% weapon damage to enemies in their path. Obsidian Hurricane Increase the movement speed of Whirlwind by 85%. Situational Ignore Pain Unlocked at level 5 CD60秒 This skill reduces all damage taken and grants immunity to most debuffs.5秒間、全てのダメージを65%軽減する。 Alabaster Ignorance is Bliss While Ignore Pain is active, gain 40% of all damage dealt as Life. Ignore Painがアクティブ時に、受けたダメージの40%分のライフを回復する Crimson Contempt for Weakness Reflects 65% of ignored damage back at the enemy. 無効化したダメージの65%を反射し攻撃してきた敵へダメージを与える Golden Bravado Knocks back all enemies within 28 yards when triggered, and reduces cooldown time to 25 seconds. Also deals 50% weapon damage on affected enemies. 発動した時に28y以内に居る全ての敵をノックバックさせ、CDを25秒短縮させる。またノックバックした敵へ武器ダメージの50%分のダメージを与える Indigo Iron Hide Increases duration to 13 seconds. 持続時間が13秒になる Obsidian Mob Rule Extend the effect to nearby allies, reducing damage taken by 65% for 5.0 seconds. 近くに居る味方にも5秒間65%軽減の効果を及ぼすようになる Revenge Unlocked at level 12 Inflict 150% weapon damage to all enemies within 8 yards and gain 5.0% Life for each enemy hit. Revenge has a 10% change to become active for a short time each time you are hit by an attack. Alabaster Best Served Cold After using Revenge, your critical strike chance is increased by 27% for 10 seconds. Crimson Retribution Increase damage to 255% weapon damage. Golden Vengeance is Mine Gain 7 Fury each time Revenge is used and improve Life gained from each enemy hit to 12.0%. Indigo Provocation Increases the chance Revenge will become active for use to 31% each time you are hit by an attack. Obsidian Grudge Knocks enemies back 30 yards when Revenge is used. Over Power Unlocked at level 18 Press the advantage of a powerful attack to overwhelm the enemy for 150% weapon damage to all targets within 9 yards. Overpower becomes available whenever you make a critical hit against an enemy. Alabaster Crushing Advance Reflect 45% of incoming melee damage for 17 seconds after Overpower is activated. Crimson Killing Spree Whenever used, your chance to critical hit is increased by 22% for 6.0 seconds. Golden Momentum Overpower generates 7 Fury for every enemy hit. Indigo Storm of Steel Throw up to 9 axes at nearby enemies which inflict 240% weapon damage each. Obsidian Revel Heal 18% of your maximum Life whenever Overpower is used. Earth Quake Unlocked at level 21 75Fury Cooldown 120sec Shake the ground violently dealing 240% weapon damage followed by an additional 150% weapon damage per second for 8 seconds to all enemies within 15 yards. Alabaster Flying Boulder Project secondary tremors up to 12 yards ahead of you that inflict 260% weapon damage. Crimson Aftershocks Secondary tremors knock enemies back and inflict 260% weapon damage. Golden The Mountain s Call Reduce Fury cost to 40 Fury and the cooldown to 50 seconds. Indigo Giant s Stride Secondary tremors follow your movement and inflict 260% weapon damage. Obsidian Chilling Earth Creates an icy patch causing Earthquake s damage to turn cold and slow the movement of enemies by 62%. Call of the Ancients Unlocked at level 25 75Fury Cooldown 120sec Summon the ancient Barbarians Talic, Korlic, and Madawc to inflict 100% weapon damage with each attack as they join the battle for 15 seconds. • Talic wields a sword and shield and uses the Whirlwind skill. • Korlic wields a massive polearm and uses the Cleave skill. • Madawc dual-wields axes and uses the Weapon Throw skill. Alabaster Talic s Anger Talic gains the ability Leap Attack which deals 360% of your weapon damage to enemies in the area of the leap. Crimson Korlic s Might Korlic gains the ability Furious Charge which deals 280% of your weapon damage to all enemies in a line. Golden Duty to the Clan Increase duration to 85 seconds. Indigo The Council Rises The Ancients inflict 275% weapon damage with each attack and have 175% additional armor. Obsidian Madawc s Madness Madawc gains the ability Seismic Slam which deals 205% of your weapon damage to enemies in an arc. Wrath of the Berserker Unlocked at level 29 75Fury Cooldown 120sec Enter a berserker rage which raises several attributes for 15 seconds. • Critical Hit 10% • Attack Speed 45% • Dodge Chance 20% • Movement Speed 20% Alabaster Slaughter killing an enemy while Wrath of the Berserker is active causes them to explode dealing 450% weapon damage to all enemies within 15 yards. Crimson Insanity While active your damage is also increased by 75%. Golden Thrive on Chaos Every 9 Fury gained while Wrath of the Berserker is active adds 1 second to the duration of the effect. Indigo Arreat s Wail Activating Wrath of the Berserker knocks back all enemies within 12 yards and deals 550% weapon damage to them. Obsidian Mountainous Form Increase the bonus dodge chance granted to 60%.
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Welcome ようこそ Thank you for purchasing Amazon Kindle. Amazon Kindle を買ってくれてありがとう。 You are reading the Welcome section of the Kindle User s Guide that provides an overview of Kindle. あなたが今読んでるWelcome sectionはKindleのあらましを説明します。 Your Kindle must be registered to an Amazon account in order to shop in the Kindle Store. Kindleストアで買い物するにはKindleがあなたのAmazonアカウントに登録されてなければなりません。 If you bought your Kindle using your Amazonaccount, it is already registered. 自分のアカウントを使用してKindleを購入したなら登録はすでに済んでます。 Otherwise, please look at the Quick Start Guide instructions that came with your Kindle for information on registering your device. そうでない場合は、登録の仕方が載ってる付属のクイックスタートガイドを見てください。 You can leave this guide at any time by pressing the Home button on your Kindle. Homeボタンを押すことでこのガイドをいつでも閉じることができます。 To turn to the next page, press the Next Page button (labeled with ) on either side of your device. 次のページを開くには、装置の側面のNext Pageボタン( と印刷された)を押してください。 Congratulations! You are reading on your new Kindle. おめでとう! あなたはあなたの新しいKindleで読んでいます。 If you haven t done so already, please follow the Getting Started instructions that came with your Kindle and plug your Kindle into a power source to charge the battery. Kindleが来たときのはじめの指示にまだ従ってないときは指示に従い充電してください。 The charge indicator light on the bottom edge of your Kindle turns yellow and a lightning bolt appears on the battery icon at the top of the display. するとKindleのボトムエッジにあるチャージ・インジケータは黄色になりディスプレイの電池マークに稲妻が現れます。 Charging the battery fully should take less than three hours and you can continue reading while it charges. 充電完了まで3時間もかからないでしょう。その間にもあなたは読みつづけることができます。 Tip The charge indicator light will turn green when the battery is fully charged. Tip 充電完了するとチャージ・インジケータは緑色になります。 If you prefer to read the Kindle User s Guide side-by-side with the device, you can download and print a PDF copy at http //www.amazon.com/kindledocuments (U.S. and other countries) http //www.amazon.co.uk/kindledocuments (U.K. customers) You can also download the .AZW version of the Kindle User s Guide and read it on any supported device (for example, Kindle for iPhone or Kindle for PC). 他のデバイスでも並列してガイドを読みたい場合は以下のサイトからダウンロードし印刷出来ます。 http //www.amazon.com/kindledocuments (アメリカとその他の国) http //www.amazon.co.uk/kindledocuments (イギリス) あなたはKindleユーザーズガイドの.AZW版をダウンロードすることもでき、サポートされているすべてのデバイスで読むことができます。 (例えばKindle for iPhoneやKindle for PC) For a complete list of supported devices, visit the Kindle Store on the Amazon website. サポートされているデバイスリストはAmazonウェブサイト上にあります。 Getting Around 操作案内 You navigate Kindle using the 5-way controller; the Home, Menu, Back, and Next/Previous Page buttons; and the keyboard あなたはKindleを5方向コントローラー,Home, Menu, Back,Next/Previous Page ボタンとキーボードを使って操作します。 (画像) To select a particular item such as a menu option or a specific word in your reading material, press the up, down, left, or right button on the 5-way controller to highlight your choice and then press the center of the 5-way controller to confirm your choice. メニューオプションや読み物の中から特定の項目や語を選ぶときは5方向コントローラーを上下左右に押して選び決定するために中心を押してください。 (画像) You can press the Next Page or Previous Page button to move forward or backward in your reading material and press the Back button to retrace your steps on your Kindle. 読み物の中ではNext PageやPrevious Pageボタンを押して進めたり戻したりできます。 Use the keyboard to type words or phrases when searching your reading material or items in the Kindle Store. Kindleストアで本やアイテムを探すときはキーボードを使用してください。 You can also use the keyboard to create notes while reading. また、キーボードは本を読んでいる時のメモ書きにも使えます。 All of these are covered in more detail later in this guide. これらの全ての機能は、このガイドの後期に更に詳細に取り扱われています。 Navigating this Guide You navigate the Kindle User s Guide just like any other book on your Kindle. ガイドの操作 あなたはこのガイドと同じように他のすべての本を操作します。操作するには以下のステップに従ってください。 To navigate, follow these steps To go forward or back one page at a time use the Next Page and Previous Page buttons. These buttons are labeled with (for Next Page) and (for Previous Page) and are conveniently located on both sides of your Kindle. 1ページ進めるか戻す Next PageとPrevious Pageボタンを使ってください。ボタンには (進む)、 (戻る)の印刷がありKindleの両側についています。 To go to the next or previous chapter press the right ( ) or left ( ) button on the 5-way controller. 次か前の章へ行く 5方向コントローラーの右か左を押し続けます。 To go to the beginning of this guide, or to go to the Table of Contents press Menu and select “Go to”, and then select “table of contents” or “beginning”. このガイドの始めもしくは目次に行く メニューボタンを押して“Go to”を選択し“table ofcontents”(目次)か“beginning”(始め)を選択する。 To retrace your steps press the Back button. 戻る:Backボタンを押してください。 For more details on navigating your books and other content, see “Moving from Place to Place” in Chapter 3. 詳細は3章の“Moving from Place to Place”を見てください。 Getting Registered If you bought your Kindle with your Amazon account, it is already registered with your account information and you are ready to go. 登録させる あなたのアカウントを使用してKindleを購入したなら、あなたのアカウント情報でKindleは登録され使用する準備はすでに出来ています。 When you go to the Home screen, check the top left corner of the screen to see if your Amazon name (the same one you see when you are shopping on Amazon) is shown. あなたがホームスクリーンへ行った時、左上のコーナーにはあなたのAmazonネームが表示されています。 (Amazonで買い物しているアカウントと同じものかチェックして下さい。) If it says "My Kindle" instead of your Amazon account name, you need to register your Kindle. あなたのAmazonアカウント名ではなく"My Kindle"と書かれている場合、あなたはキンドルを登録する必要があります。 To register, first press Home to display the Home screen and then press the Menu button. 登録するにはまずHomeボタンをおしてホームスクリーンを表示させ、それからMenuボタンを押してください。 Select "Settings" and then select "register" on the page that appears to enter your Amazon user name and password. "Settings"(設定)を選び"register"(登録) を選択し、そのページでAmazonネームとパスワードを入力してください。 If your Amazon user name or password contains characters not present on the Kindle keyboard, press the Symbol key to see a menu of characters and numbers and use the 5-way to select the character you require. もしKindleキーボードにない文字を使用している場合はSymbolを押し5方向コントローラーを使用して必要なものを選択してください。。 Alternatively, you can register your Kindle by visiting the Manage Your Kindle page on Amazon at http //www.amazon.com/manageyourkindle (U.S. and other countries) http //www.amazon.co.uk/manageyourkindle (U.K. customers) もしくはは、Manage Your Kindle page(Kindle管理ページ)で登録することも可能です。 {http //www.amazon.com/manageyourkindle(アメリカとその他の国) http //www.amazon.co.uk/manageyourkindle(イギリス)} If you don t yet have an Amazon account, you will need to create one before you register your Kindle. You can easily create an Amazon account on your computer. もしまだAmazonアカウントを持っていないなら登録の前にアカウントを作成する必要があります。アカウントは簡単に作ることができます。 Go to www.amazon.com/sign-in if you are in the US or countries other than the UK, or to www.amazon.co.uk/sign-in if you are in the UK. イギリス以外ならwww.amazon.com/sign-inへ、イギリスならwww.amazon.co.uk/sign-inへ行ってください。 You can also create an Amazon account directly on your Kindle. To do this, follow the instructions in "Registering Your Kindle" in Chapter 7 また、Kindleからダイレクトでアカウントを作ることも可能です。その場合はチャプター7の"Registering Your Kindle" (Kindleを登録する)の指示に従ってください。 Easy-to-Read Display Kindle uses a high-resolution display technology called electronic paper. 読みやすいディスプレイ Kindleは電子ペーパーと呼ばれる高解像度表示技術を使用しています。 It works using ink just like books and newspapers, but it displays the ink particles electronically. まるで本や新聞のインクのように見えますが、それは電子インクです。 The page flash you see when you turn the page is part of the ink placement process. あなたがページを変えたときに見るページのまたたきは、インクの配置プロセスです。 The electronic paper display is reflective, which means unlike most displays, you can read it clearly even in bright sunlight. 電子ペーパーディスプレイは光を反射します。 それはほとんどのディスプレイと違いあなたは明るい日光のもとでも鮮明に読めることを意味します。 Also, electronicpaper does not need power to hold the ink in place, which extends your Kindle s battery life. また、電子ペーパーは表面にインクを保持することに電力を必要としないため、バッテリーの延長させることができます。 Wireless Access with Amazon Whispernet The Amazon Whispernet service wirelessly delivers content to your Kindle whenever and wherever you want it. Amazon Whispernetによる無線アクセス Amazon Whispernet serviceはあなたが望むならいつでも、どこでも無線でコンテンツを配信します。 All latest generation Kindle devices have Wi-Fi connectivity built in, and some models also include free 3G connectivity. すべての最新世代KindleにはWi-Fi接続が組み込まれています。そして、いくつかのモデルは無料3G接続も持っています。 Your Kindle can connect to Wi-Fi networks at home, at your favorite cafe, or at Wi-Fi hotspots around the world. あなたのKindleは自宅、お気に入りのカフェ、もしくは世界中のWi-FiホットスポットでWi-Fiネットワークに接続することができます。 Using Wi-Fi allows fast downloads, free delivery of personal documents, and allows your Audible audiobook purchases to be delivered wirelessly to your Kindle, with no computer required. Wi-Fiを使用することはパソコンを必要とせずに、高速ダウンロードや個人文書の無料配信、そして購入したオーディオブックがKindleに配信されることを可能とします。 For Kindle models that include free 3G connectivity, 3G uses the same technology as a cell phone to connect from anywhere that s within the coverage area. 無料の3G接続をもつKindleモデルは、携帯電話と同じテクノロジーを使用してカバーエリアの内部ならどこでもインターネットに接続することができます。 When there isn t sufficient 3G signal strength, Kindle 3G+Wi-Fi models automatically connect using the slower EDGE and GPRS networks, but will automatically connect to the faster 3G network whenever there is sufficient signal strength. もし、十分な電波強度がない所ならKindle 3G+Wi-Fiモデルは自動的により遅いEDGEとGPRSネットワークに接続します。 しかし、十分な電波強度が得られる場合はより速い3Gネットワークに自動接続します。 Your Choice of Text Size, Typeface, and Line Spacing To optimize your reading experience, Kindle provides a quick way to adjust the text size, typeface, and line spacing in books and periodicals. テキストサイズ、書体、行間の選択 読書を最適化するために、テキストサイズ、書体、行間を素早く調節する方法を提供します。 (画像) In a book or periodical you are currently reading, you can change the text size, typeface, and line spacing by pressing the Text key , and using the 5-way controller to choose the size you prefer; then press the 5-way to select. あなたが今読んでる本や雑誌ではTextキーを押すことでテキストサイズ、書体、行間を変更することができます。 5方向コントローラーであなたの好む設定を選択し決定することで新しいセッティングに変更します。 The text changes to the new settings. Repeat the same steps to adjust the text to the settings that are most comfortable for you to read. あなたが最も読みやすいセッティングに合わせるためは同じステップを繰り返してみてください。
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Market Scenario The global Gaming Console market is expected to register a CAGR of ~5.37% during the forecast period, 2021–2030. In this report, Market Research Future (MRFR) includes the segmentation and dynamics of the Gaming Console market to offer a better glimpse into the coming years. The major factors driving the growth of the gaming console market are the rising demand of 3D video games and increasing number of e-sport tournaments. However, lack of skilled professionals is hindering the market growth. Although, advancement in core wireless connectivity is creating an opportunity in the market. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/10770 Competitive Outlook The global Gaming Console market is characterized by the presence of several regional and local providers. Some of the key players in the market are Sony Corporation (Japan), Microsoft Corporation (US), Nintendo Co., Ltd. (Japan), Logitech Inc. (Switzerland), Valve Corporation (US), NVIDIA Corporation (US), PlayJam (UK), BlueStacks (US), OUYA Inc. (US), Sega (Japan) and Atari (US). Segmentation The global gaming console market has been segmented based on type, application, end user and region. By type, the global gaming console market has been divided into home console, handheld console, hybrid console. A home console is a gaming console that is connected to a device such as displays, television and to an external power source. These have advanced graphics abilities but with a limited storage capacity. The handheld console is has a built-in game consoles, screen and speaker. It is a portable, small self-contained video game console that contains console, speaker, screen and controls all in one unit. A hybrid game console is a combined form of home and handheld console. It has either a docking station or a wired connection that connects the console unit to a fixed power source and television unit. Based on application, the global gaming console market has been segmented into gaming and non-gaming. The gaming consoles are integrated with multiple features that offers both gaming and non-gaming or entertainment console. The rise of gaming consoles integrated with extensive content applications such as Netflix, YouTube, Amazon Prime Video and others are included in the non-gaming application. The development of controller-free gaming console is anticipated to drive the gaming application for the gaming console market. Based on end user, the global gaming console market has been segmented into residential and commercial. The residential sector is expected to boost the growth of the market owing to the rising need for gaming accessories, 3D gaming headsets, integrated mic, gaming mouse, game-enabled television and others. The commercial sector is also anticipated to grow owing to the growing demand of cloud gaming services. These services store a huge amount of gaming data along with improved security methods. Regional Analysis The regional analysis for the global Gaming Console market has been done for North America, Europe, Asia-Pacific, and the Middle East Africa, and South America. The market in Asia Pacific accounted for the largest market share in 2020, and it is expected to register strong growth during the forecast period. However, the North America area is experiencing tremendous growth due to growing adoption of modern technologies such as AR-VR platform, cloud services, Bluetooth, 3D technology and others. The major North American countries are technologically advanced and provide significant investment and income potential. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/gaming-console-market-10770 Table of Contents 1Executive Summary 2Scope of the Report 2.1Market Definition 2.2Scope of the Study 2.2.1Research objectives 2.2.2Assumptions Limitations 2.3Markets Structure Continued…. View Similar Report Internet of things (IoT) Market https //ictmrfr.blogspot.com/2022/04/internet-of-things-market-growth-key.html B2B Telecommunication Market https //www.scutify.com/articles/2022-04-12-b2b-telecommunication-market-analysis--geographic-growth-opportunities-for-it-security-and-data- Cash Management System Market https //market-research-future.tribe.so/post/cash-management-system-market-size-receives-a-rapid-boost-in-economy-due-to--625d5382d24f49591bd3befb Learning Management System Market By Application (Corporate, Academics), by Deployment (Cloud, On-Premise), by Service (Administration, Performance Management, Content Management, Communication Collaboration) About Market Research Future At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research Consulting Services. Contact Market Research Future (Part of Wantstats Research and Media Private Limited) 99 Hudson Street, 5Th Floor New York, NY 10013 United States of America 1 628 258 0071 (US) 44 2035 002 764 (UK) Email sales@marketresearchfuture.com Website https //www.marketresearchfuture.com #market #research #industry #data #report #share #digital #gnews Plugin Error キーワードを入力してください。 #trend #future #analyis #industryreport #industrygrowth #demographic #strategy #manegment
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Lecture for beginners About this article Built-in lectures of this game are very detailed, so you can learn types of basic movements by analyzing and improving sample answers for lectures. I think a big problem that face beginners is that it is difficult to start creating new OKE from the very beginning, because it is hard to think “How to start?” or “How to organize the whole OKE?” in front of a completely blank CPU. After you get used to this game, you may feel that rather than fine logics, those “overall flow” are interesting and full of originality of each players. So, this way of organization of software I will explain below is NOT absolute basis BUT just one example. Please remember that this lesson is just for encouraging people a little who are eager to create their own OKE, but are finding some difficulties doing so. What to do first? Build your favorite Hardware (body, weapons and options). Whatever you like is OK. Let’s postpone trivial adjustment. After you paint your OKE and make your own emblem, you will be motivated much by those decorations. Speaking of CPU, choose one that has the biggest storage capacity. EMP is scary? Also postpone that kind of adverse effect of big CPU. My Hardware is ready. Then, how about Software? First of all, think about “What does your OKE decide” and the order of it. For example, 1.Assess current state of the OKE 2.Examine whether it is able to attack or not 3.Assess current location 4.Scan for attack from the opponents 5.Search for the opponents For example, you can place chips in this way and make these chips the backbone of your program. [Start] ↓ [Status Assessment durability lower than 50%] ↓NO [Status Assessment heat capacity higher than 90%] ↓NO [Lock-On polar coordinates, 800m, nearest] ↓ [Start Reticle] ↓ [Assess Target Loc. polar coordinates, 90°, 200~0m ahead] ↓ [Assess Battle Area polar coordinates, 360°, 30~0m ahead] ↓NO [Scan for Projectiles polar coordinates, 360°, 100~0m ahead, more than 1 high-speed flying objects exists] ↓NO [Assess Target Loc. polar coordinates, 30°, 800~0m ahead] ↓ [Return] Postpone thinking about the destination of each branches, place all the necessary chips of conditional branch at once. You may want to determine other various things actually, but the method does not change. Because moving or editing chips after assemble is easy, making a backbone first by connecting steadily conditional branch chips along the flow, is easy way. This is an example of a backbone of the program. I have extracted from the program for commentary from now. You may feel unexpectedly short if you look at the overall view of the upper right. Seen in this light, all the parts that look complicated are destination of the "branches", you will find that the backbone is very simple. Well, many parts have been omitted in the example above, so adding fine parts here, let s touch to the destination of the branches. 1. Assess current state of the OKE First, I brought this to the beginning. The reason is, it is most frequently referred to. “Return” at the end of the program has always connected to “Start”. Even through any complex branch route, always it goes through just after "Start". It is recommended to put what you want to check most frequently. Subroutine? Let s postpone thinking about it for the time being. Well, in the first place, the purpose of assessing current state is that because you want to activate various options primarily. Representative examples are Self-Repair System and Self-Cooling System. 1. Assess current state of the OKE HP has decreased? Yes → Activate option 1 → Proceed to assessment of the amount of heat. Amount of heat is too high? Yes → Activate option 2 → To the next decision (whether attackable) By connecting the chips in this way, it would be a good idea to activate options automatically. It is not so much as noted, but you should make it proceed to the next flow even when it is not able to activate options. If somewhere in the HP assessment is No, proceed to assessment of the amount of heat. Go to the next if somewhere in the assessment of the amount of heat is No. During option is activated, duration is displayed, and never activate same number option twice. You need to equip the same option to another number if you want to increase the effect in duplicate using of the same option. Note In order to shoot on a single screen as much as possible, in the following reference images, chips are connected unreasonably while stretching in the transverse direction. Also they are not complete from the viewpoint of function. When you actually create, let s incorporate the necessary function while connecting as you like. 2. Examine whether it is able to attack or not Purpose is to attack of course, but actually, there are many things you need to check before. For example, if the opponent is in close range much capable of fighting, give priority to firing away if the body is swift; perform melee fighting if the body is slow-footed, etc., action selection also changes. Anyway, without the distance assessment here, let s try from the normal shooting. 2 Examine whether it is able to attack or not Lock-On polar coordinates, 360 ° 800m, nearest. Start Reticle of the weapon you want to use. ↓ Amount of heat of the body is below a constant value? No→ To the next decision (standing position) ↓ Yes Some obstruction exists in the line of fire to the target? Yes → To the next decision. ↓No Target exists within front 200m (range of weapon)? No→ To the next decision. ↓ Yes Is there one or more ammos? No→ Try next weapon, switch to fighting, etc. ↓ Yes Attack by weapon you have started → To the next decision. Depending on weapons, shooting mode and shooting instruction, shooting position and range are required to adjust. Because the example above is only an example, let’s devise the need and order of each decision to suit your OKEs. In the reference image above, check in order from weapon 1, in one-shot shooting state it will head to the next decision if it is possible to shoot it. If the ammos are depleted, repeat after switching to the next weapon. Exit from the bottom left when there are no ammo of all weapons (= Fighting is selected). In addition, chips are connected unreasonably in order to fit on a screen, functions are also not enough. For example, actually it is better to switch weapon depending on situations for effective attack. By this attack decision, OKE performs the act of "attack" actually. Here I supplement a brief description about execution mode for each operation (Pass / Stop processing) of OKEs. When you execute Move after instructed the pass mode shooting, it is possible to move while shooting. The reverse is also true, when you execute Shoot after instructed the pass mode movement, it is possible to fire while moving.That is, when you connect decisions of avoidance and location after the shooting, both of them also work well. As taught in the lecture, melee fighting behavior would cancel move operations, but if you can also utilize it, interesting program might be possible to construct. [Summary of the points] Execution of shooting and moving are in pass mode basically. Utilize stop mode only in special circumstances when you want to perform just move, just shoot, and the like. Or, execute "last action" of behavior that you want to combine in stop mode. Execution of melee fighting is in stop mode basically. With time adjustment using Halt chip,execute in pass mode only when you want to break fighting motion and perform moving, shooting, other fighting motion or the like. 3. Assess current location The purpose is mainly, to Control of maneuver in the field end. If this is not previous process of the control of avoidance, it will continue hitting the wall by the avoidance maneuver. There is also a little more complicated technique called wall switch, to reverse the direction of avoidance maneuver when it approaches the wall. Tentatively assume avoidance direction as random; let s try a simple avoidance of area end here. 3. Assess current location Outside of area exists within a radius of 30m? NO → To the next decision ↓ YES Outside of area exists in the right direction 30 °, within 30m? YES → Jump left (in the case of hover, etc., perform left Quick Movement) → RETURN ↓ NO Outside of area exists in the left direction, 30 °, within 30m? YES → Jump right→ RETURN ↓ NO Outside of area exists in the backward direction, 30 °, within 30m? YES → Jump forward→ RETURN ↓ NO Rotate (pass) → jump backward → RETURN Now it is possible to combat while avoiding acting in the area end. If it has became a state of shooting by attack decision, Jump in here will be "jump + shooting". The same is true in the avoidance decision after this. 4. Scan for attack from the opponents The purpose is mainly, avoiding opponent bullets. First, attacks are divided into fighting and shooting, in addition, types of projectiles to be shot are many. But roughly, they can be divided into three categories normal, guided, placed. Let’s try avoiding normal projectiles here. Basically, move in a vertical direction to the line of fire as much as possible. That’s all. Using this opportunity, let’s avoid friends in front of. 4 Scan for attack from the opponents The polar coordinate system within 100m radius,high speed projectile exists? ↓YES NO→ Friend exists in front of? ↓YES NO→ To the next decision The orthogonal coordinate system, centered on the body, high-speed projectile exists in width 50m lengths 200m range? ↓NO YES→ Jump to the left or right with a probability of 50% → To the next decision Jump to the forward or backward with a probability of 50% (in the case of hover, etc., perform Quick Movement) → To the next decision Determination by the orthogonal coordinate is capable of quick decision and space saving by one chip. However, since the detection range may be generated in the transverse direction of the body, it is better to perform decision in front and back in polar coordinate system if you re optimizing the accuracy. Chips in this image are also connected unreasonably. Only in this, it performs a decent avoidance maneuver for normal shooting from all directions. It is possible to instruct maneuver in oblique directions, so even better avoidance maneuver can be created easily. If you want to add responses to the other categories of projectiles, for example, there is a way to branch as follows. Missile is present within a certain distance? YES → Missile countermeasure ↓ NO High speed projectile is present within a certain distance? YES → For example, as described above, Normal shooting measures ↓ NO Projectile of all kinds is present within a certain distance? YES →Placed weapon countermeasure ↓ NO To the next decision It should be noted that, the adjustment of reaction distance according to the moving speed of the body and bullet speed of opponents’ weapons, is required. Also in order to accelerate the reaction even a little, it would be good to enter the loop processing temporarily, or connect to RETURN immediately after avoiding to go around processes quickly. 5. Search for the opponents The purpose is mainly tracking the target. There are two methods to explore the opponents, using information obtained by Lock-On and Scan for OKE in the specified range. For now, let s try using the target information here. 5 Search for the opponents Target is present within forward 30°, 800m? YES → Halt Rotate → Obstacle is present in front of? NO Move forward YES Move right → RETURN ↓ NO Target is present within right direction 180°, 800m? YES → Rotate right → RETURN ↓ NO Rotate left → RETURN When you execute Rotate infinitely in pass mode here, you have to execute Halt Rotate in somewhere. By executing Lock-On, it become possible to adjust direction of the body automatically, and various decisions by “Assess Target” chips become available. You can lock on an OKE in radar range only. Normally, radar range with a radius 500m is wide enough. However, when Jamming Fog has been sprayed, the radar range becomes narrower and lock on in long distance will be impossible. As this occurs, all of the decisions by Assess Target chips become unusable. Incidentally, when Jamming Fog is the highest density, radar range is radius 50m. It will continue to recover little by little over time. In order to cope with this situation, you have to create logics assuming situations that lock-on is not possible. In the example above, Rotate is instructed on the assumption that lock-on is always possible. To improve behavior, it s a good idea to add a branch if there is no target, for example, execute Move, lay mines, or activate Rader Enhancement. ↓ NO Target is present within the right direction 180°, 800m? YES → Rotate right → RETURN ↓ NO Target is present within the left direction 180°, 800m? YES → Rotate left → RETURN ↓ NO Routines when lock-on is not possible (It is also good idea to determine using Action Assessment chip) In addition, as previously mentioned, there is also a way to use "Scan for OKE" to explore the opponents without using target information. Even though you use "Scan for OKE", it detects only OKEs in radar range if you have specified attribute of troops "enemy" or "friend". But in the case the attribute of troops is "unspecified " or "unknown", the discovery of the OKEs outside of radar range is possible. “Unspecified” also functions in radar range. It will branch to YES if there are any OKEs. "Unknown" will always branch to NO in radar range. The determination by "body type" also works outside of radar range. That is, the appearance of OKEs would be seen. [Summary of the points] Basically, you should utilize decisions based on target information. There are many useful things in the target information obtained by Lock-On and “Assess Target” chips. Lock-on is also essential to tactics using Counters. In the radar unusable situations, let s take advantage of “Scan for OKE”. In the case that the attribute of troops is "unknown", the discovery of the OKEs outside of radar range is possible. You can identify the OKEs in some extent by "body type". So, what should I do? 1. Let s decide the general "flow". 2. Along the "flow", let s make a backbone by connecting conditional branches. 3. Let s make up action from each branch. 4. Let s test. 5. More quickly? More powerful? More reliably? More beautiful? Anything is good. Let s aim at a program that you envision.
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delegateの簡単な使い方 using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace ConsoleApplication1 { public delegate string DelegateTest(string str1,string str2); class Program { static void Main(string[] args) { DelegateTest test = new DelegateTest(Join); Console.Write(test("明日は", "お休み!")); Console.Read(); } private static string Join(string str1, string str2) { return str1 + str2; } } } 出力結果 明日はお休み! イベントとdelegate ユーザコントロールを作ったりしたときに、その内部のコントロールのイベントを拾ったりするために使う。 using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace ConsoleApplication1 { public delegate void DelegateTest(string strMsg); class Program { static void Main(string[] args) { Sub subCls = new Sub(); subCls.Str_Changed += Str_Changed; subCls.SetStr(""); } protected static void Str_Changed(string strMsg) { Console.WriteLine(strMsg); Console.Read(); } } class Sub { public event DelegateTest Str_Changed; private string Str; public void SetStr(string strMsg) { Str = strMsg; if (Str == "") { Str_Changed("空っぽ"); } } } } 出力結果 空っぽ マルチスレッド using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading; namespace ConsoleApplication1 { class Program { static void Main(string[] args) { Thread SubThread = new Thread(new ThreadStart(ThreadMethod)); // スレッドの開始 SubThread.Start(); // 同期 SubThread.Join(); Console.Read(); } private static void ThreadMethod() { int i = 0; while (i = 10) { Thread.Sleep(100); Console.WriteLine(i); i++; } } } } using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading; namespace ConsoleApplication1 { class Program { static void Main(string[] args) { Thread SubThread = new Thread(new ThreadStart(ThreadMethod)); // スレッドの開始 SubThread.Start(); // スレッドスリープ Thread.Sleep(1000); // スレッドの中断 SubThread.Abort(); Console.Read(); } private static void ThreadMethod() { int i = 0; while (true) { Thread.Sleep(100); Console.WriteLine(i); i++; } } } } カウントダウン using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using System.Threading; namespace WindowsFormsApplication1 { static class Program { /// summary /// アプリケーションのメイン エントリ ポイントです。 /// /summary static void Main() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); Application.Run(new Form1()); } } public partial class Form1 Form { private System.Windows.Forms.Button btn; private System.Windows.Forms.TextBox txt; private Thread ThreadTest; private delegate void AddTextDelegate(string str); private static string[] strCaption = { "Start", "Stop", "Reset" }; private BtnMode CurrentBtnMode; private enum BtnMode { Start = 0, Stop = 1, ReSet = 2 } /// summary /// 必要なデザイナー変数です。 /// /summary private System.ComponentModel.IContainer components = null; /// summary /// 使用中のリソースをすべてクリーンアップします。 /// /summary /// param name="disposing" マネージ リソースが破棄される場合 true、破棄されない場合は false です。 /param protected override void Dispose(bool disposing) { // スレッドを終了させる ThreadTest.Abort(); if (disposing (components != null)) { components.Dispose(); } base.Dispose(disposing); } #region Windows フォーム デザイナーで生成されたコード /// summary /// デザイナー サポートに必要なメソッドです。このメソッドの内容を /// コード エディターで変更しないでください。 /// /summary private void InitializeComponent() { this.btn = new System.Windows.Forms.Button(); this.txt = new System.Windows.Forms.TextBox(); this.SuspendLayout(); // // btn // this.btn.Location = new System.Drawing.Point(12, 12); this.btn.Name = "btn"; this.btn.Size = new System.Drawing.Size(75, 23); this.btn.TabIndex = 0; this.btn.Text = strCaption[(int)BtnMode.Start]; this.btn.UseVisualStyleBackColor = true; // // txt // this.txt.Location = new System.Drawing.Point(12, 41); this.txt.Multiline = true; this.txt.Name = "txt"; this.txt.Size = new System.Drawing.Size(268, 213); this.txt.TabIndex = 1; // // Form1 // this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 12F); this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; this.ClientSize = new System.Drawing.Size(292, 266); this.Controls.Add(this.txt); this.Controls.Add(this.btn); this.Name = "Form1"; this.Text = "Form1"; this.ResumeLayout(false); this.PerformLayout(); } #endregion public Form1() { InitializeComponent(); Init(); } private void Init() { this.btn.Click += this.btn_Click; CurrentBtnMode = BtnMode.Start; ThreadTest = new Thread(new ThreadStart(ThreadMethod)); ThreadTest.Start(); } protected void btn_Click(object sender, EventArgs e) { switch (CurrentBtnMode){ case BtnMode.Start btn.Text = strCaption[(int)BtnMode.Stop]; CurrentBtnMode = BtnMode.Stop; break; case BtnMode.Stop btn.Text = strCaption[(int)BtnMode.Start]; CurrentBtnMode = BtnMode.Start; break; case BtnMode.ReSet btn.Text = strCaption[(int)BtnMode.Start]; CurrentBtnMode = BtnMode.Start; ThreadTest = new Thread(new ThreadStart(ThreadMethod)); ThreadTest.Start(); break; default break; } } private void ThreadMethod() { int i = 100; while (i 0) { while (CurrentBtnMode == BtnMode.Start) { Thread.SpinWait(10); } Thread.Sleep(100); AddText(i.ToString()); i--; } CurrentBtnMode = BtnMode.ReSet; AddText("完了!"); } private void AddText(string str) { if (InvokeRequired) { AddTextDelegate dlg = new AddTextDelegate(AddText); this.Invoke(dlg, new object[] { str }); } else { txt.AppendText(string.Format("{0}\n", str)); if (CurrentBtnMode == BtnMode.ReSet) { btn.Text = strCaption[(int)BtnMode.ReSet]; } } } } }
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目次 目次 インストール 環境 Struts1.3.8 iBATIS + ABATOR Spring2 + Spring IDE プロジェクト準備 jarファイルの準備 フォルダ構成 使用テーブル 手順 ABATORによるDAO自動生成 beanのカスタマイズとテーブル内部結合用のsql作成 IDEで定義ファイル作成 画面と各種定義ファイルの作成。 ログイン処理インターフェイスとログイン処理実装クラスの作成 Actionクラスを作成 参考URL インストール 環境 Java 5.0 Tomcat 6.0 Oracle10g XE Eclipse 3.4(日本語化済) Struts1.3.8 http //struts.apache.org/download.cgiからStruts 1.3.8をダウンロード。 解凍して、webapps配下のstruts-blank-1.3.8.warを$CATALINA_HOME\webapps配下に設置。 Tomcatを起動し、ブラウザでhttp //localhost 8081/struts-blank-1.3.8/を開く。 成功すると、$CATALINA_HOME\webapps配下にstruts-blank-1.3.8フォルダが出現。 これを元にEclipseでTomcatプロジェクトを作成する。 iBATIS + ABATOR http //ibatis.apache.org/からiBATIS Java 2.3.4をダウンロード。 解凍して、lib配下のibatis-2.3.4.726.jarを上のStrutsで作ったプロジェクトのlib配下にコピー。 Eclipseを起動し、ヘルプ→ソフトウェア更新→更新可能なソフトウェア→サイトの追加。 ロケーションにhttp //ibatis.apache.org/tools/abator/を入力。 Abator Code Generator for iBATISを選択しインストール。 Spring2 + Spring IDE http //sourceforge.net/project/showfiles.php?group_id=73357からspringframework-2をダウンロード。 解凍して、dist配下のspring.jarを上のStrutsで作ったプロジェクトのlib配下にコピー。 Eclipseを起動し、ヘルプ→ソフトウェア更新→更新可能なソフトウェア→サイトの追加。 ロケーションにhttp //dist.springframework.org/release/IDEを入力。 Spring IDE Update Siteを選択しインストール。 この際GEF(Graphical Editing Framework)とWTS(Web Standard Tools)が一緒にインストールされるはず。 Eclipse3.3以下だと先にGEFとWTSをインストールする必要がある。面倒くさい。 プロジェクト準備 jarファイルの準備 struts-blank-1.3.8を元に作成したプロジェクトに、以下のjarファイルを用意。 struts-blankに最初から入ってたjar antlr-2.7.2.jar commons-beanutils-1.7.0.jar commons-chain-1.1.jar commons-digester-1.8.jar commons-logging-1.0.4.jar commons-validator-1.3.1.jar oro-2.0.8.jar struts-core-1.3.8.jar struts-taglib-1.3.8.jar struts-tiles-1.3.8.jar iBATISから ibatis-2.3.4.726.jar Springから(場所がバラバラなのでフォルダ内検索で。) spring.jar spring-webmvc-struts.jar commons-dbcp.jar commons-logging.jar log4j-1.2.15.jar Oracleドライバ(各自用意) ojdbc14.jar 全部使うかは謎。 common-loggingが2個あるのは多分どちらかが不要なのか? フォルダ構成 Exam(プロジェクト名) ├src(ソースフォルダ) │ └example │ ├action │ ├bean │ ├biz │ ├dao │ └sqlMap(iBATIS用) ├pages(JSP置き場) └WEB-INF(各種定義ファイル) 使用テーブル EMP EMPNO(CHAR) EMPNAME(VARCHAR2) DEPTNO(CHAR) DEPT DEPTNO(CHAR) DEPTNAME(VARCHAR2) 従業員番号を入力すると、従業員名と部署名が返ってくる簡単なものを作ってみる。 手順 ABATORによるDAO自動生成 Eclipseのパッケージエクスプローラ上でプロジェクト名を右クリック→新規→その他。 Abator for iBATIS Wisardsの中のAbator for iBATIS Configuration Fileを選択し次へ。 ロケーションを/WEB-INF/配下にして終了すると、abatorConfig.xmlが作成される。???の部分を以下のように書き加える。 ?xml version="1.0" encoding="UTF-8" ? !DOCTYPE abatorConfiguration PUBLIC "-//Apache Software Foundation//DTD Abator for iBATIS Configuration 1.0//EN" "http //ibatis.apache.org/dtd/abator-config_1_0.dtd" abatorConfiguration abatorContext jdbcConnection driverClass="oracle.jdbc.driver.OracleDriver" connectionURL="jdbc oracle thin @localhost 1521 xe" userId="userID" password="pass" classPathEntry location="ojdbc14.jarのフルパス" / /jdbcConnection javaModelGenerator targetPackage="example.bean" targetProject="Exam" / sqlMapGenerator targetPackage="example.sqlMap" targetProject="Exam" / daoGenerator targetPackage="example.dao" targetProject="Exam" type="GENERIC-CI" / table tableName="EMP" columnOverride column="EMPNO" property="empNo" javaType="String" jdbcType="CHAR" / columnOverride column="EMPNAME" property="empName" javaType="String" jdbcType="VARCHAR2" / columnOverride column="DEPTNO" property="deptNo" javaType="String" jdbcType="CHAR" / /table table tableName="DEPT" columnOverride column="DEPTNO" property="deptNo" javaType="String" jdbcType="CHAR" / columnOverride column="DEPTNAME" property="deptName" javaType="String" jdbcType="VARCHAR2" / /table /abatorContext /abatorConfiguration 保存したら、abatorConfig.xmlを右クリック→Generate iBATIS Artifactsを選択。src/example配下にファイルが自動生成される。 example ├bean │ ├Dept.java │ ├DeptExcample.java │ ├Emp.java │ └EmpExample.java ├dao │ ├DeptDAO.java │ ├DeptDAOImpl.java │ ├EmpDAO.java │ └EmpDAOImpl.java └sqlMap ├Dept_SqlMap.xml └Emp_SqlMap.xml beanのカスタマイズとテーブル内部結合用のsql作成 Emp.javaでDEPTNAMEも扱えるようにする。 Emp.javaにprivate String deptNameを作成し、getter/setterを作る。 他にもやり方はあるがこれが一番単純なので。 EMPとDEPTを内部結合した結果を取得できるようにする。 Emp_SqlMap.xmlを開き、resultMapにDEPTNAMEを追加、新規sql文を作成する。 resultMap id="abatorgenerated_EmpResult" class="example.bean.Emp" result column="EMPNO" property="empNo" jdbcType="CHAR" / result column="EMPNAME" property="empName" jdbcType="VARCHAR2" / result column="DEPTNO" property="deptNo" jdbcType="CHAR" / result column="DEPTNAME" property="deptName" jdbcType="VARCHAR2"/ //追加するカラム /resultMap sql id="abatorgenerated_Example_Where_Clause" : /sql select id="getEmp" resultClass="example.bean.Emp" //新しく追加するsql文 SELECT EMP.EMPNO, EMP.EMPNAME, DEPT.DEPTNAME AS DEPTNAME FROM EMP, DEPT WHERE EMP.DEPTNO = DEPT.DEPTNO AND EMP.EMPNO = #VALUES# //#VALUES#は後で引数を受け取る部分 /select : sqlMapConfig.xml(sqlMap定義ファイル)をsrc/example/sqlMap配下に作成 ?xml version="1.0" encoding="UTF-8" ? !DOCTYPE sqlMapConfig PUBLIC "-//iBATIS.com//DTD SQL Map Config 2.0//EN" "http //ibatis.apache.org/dtd/sql-map-config-2.dtd" sqlMapConfig settings useStatementNamespaces="true" / transactionManager type="JDBC" dataSource type="SIMPLE" property name="JDBC.Driver" value="oracle.jdbc.driver.OracleDriver" / property name="JDBC.ConnectionURL" value="jdbc oracle thin @localhost 1521 xe" / property name="JDBC.Username" value="userID" / property name="JDBC.Password" value="pass" / /dataSource /transactionManager sqlMap resource="example/sqlMap/EMP_SqlMap.xml" / sqlMap resource="example/sqlMap/DEPT_SqlMap.xml" / /sqlMapConfig dao.xml(DAO定義ファイル)をsrc/sqlMap配下に作成 ?xml version="1.0" encoding="UTF-8"? !DOCTYPE daoConfig PUBLIC "-//iBATIS.com//DTD DAO Configuration 2.0//EN" "http //www.ibatis.com/dtd/dao-2.dtd" daoConfig context transactionManager type="SQLMAP" property name="SqlMapConfigResource" value="sqlMapConfig.xml" / /transactionManager dao interface="example.dao.EmpDAO" implementation="example.dao.EmpDAOImpl" / dao interface="example.dao.DeptDAO" implementation="example.dao.DeptDAOImpl" / /context /daoConfig AppSqlConfig.java(SqlMapClientを一度だけ作成し取得するためのクラス)をexample/sqlMap配下に作成。 import java.io.Reader; import com.ibatis.common.resources.Resources; import com.ibatis.sqlmap.client.SqlMapClient; import com.ibatis.sqlmap.client.SqlMapClientBuilder; public class AppSqlConfig { private static SqlMapClient sqlMap; static { try { String resource = "jp/co/los/Sample001/sqlMap/sqlMapConfig.xml"; Reader reader = Resources.getResourceAsReader(resource); sqlMap = SqlMapClientBuilder.buildSqlMapClient(reader); } catch (Exception e) { e.printStackTrace(); } } public static SqlMapClient getSqlMapInstance() { return sqlMap; } } IDEで定義ファイル作成 パッケージエクスプローラ上でプロジェクト名を右クリック→Spring Tools→Add Spring Project Natureを選択。 パッケージエクスプローラのプロジェクトのアイコンの文字がJからSに変わる。 パッケージエクスプローラ上でプロジェクト名を右クリック→新規→その他→Spring→Spring Bean Definitionを選択し次へ。 親フォルダをWEB-INFにし、名前(ここではapplicationContextとする)を入力し次へ。 beansのすぐ下のcontextにもチェックを入れて終了。 WEB-INF配下にxmlファイルが作成されるので、以下のように書き加える。 ?xml version="1.0" encoding="UTF-8"? beans xmlns="http //www.springframework.org/schema/beans" xmlns xsi="http //www.w3.org/2001/XMLSchema-instance" xmlns context="http //www.springframework.org/schema/context" xsi schemaLocation="http //www.springframework.org/schema/beans http //www.springframework.org/schema/beans/spring-beans.xsd http //www.springframework.org/schema/context http //www.springframework.org/schema/context/spring-context.xsd" context component-scan base-package="example"/ //書き加える部分。base-packageはsrc配下のexampleを入力。 /beans 画面と各種定義ファイルの作成。 ログイン画面(login.jsp)の作成 %@page pageEncoding="Windows-31J" contentType="text/html; charset=Windows-31J" % %@ taglib uri="http //struts.apache.org/tags-html" prefix="html" % head meta http-equiv="Content-Type" content="text/html; charset=Windows-31J"/ title ログイン画面 /title /head body html form action="/login" div ログインID: input type="text" name="empNo" html submit value="送信"/ /div /html form /body /html ログイン成功時画面(success.jsp)の作成 %@page pageEncoding="Windows-31J" contentType="text/html; charset=Windows-31J" % %@ taglib uri="http //struts.apache.org/tags-bean" prefix="bean" % %@ taglib uri="http //struts.apache.org/tags-html" prefix="html" % html head meta http-equiv="Content-Type" content="text/html; charset=Windows-31J"/ title テスト /title /head body div h1 Hello, bean write name="empNo" scope="session"/ bean write name="empName" scope="session"/ さん ( bean write name="deptName" scope="session"/ ) /h1 //従業員No 従業員名さん(部署名)という風に表示させる。 /div /body /html web.xmlの修正 ?xml version="1.0" encoding="ISO-8859-1"? !DOCTYPE web-app PUBLIC "-//Sun Microsystems, Inc.//DTD Web Application 2.3//EN" "http //java.sun.com/dtd/web-app_2_3.dtd" web-app display-name Sample Application /display-name session-config session-timeout 30 /session-timeout /session-config servlet servlet-name example /servlet-name servlet-class org.apache.struts.action.ActionServlet /servlet-class init-param param-name spring.autowire /param-name //今回はSpringのAutowire機能を使う。 param-value byName /param-value /init-param load-on-startup 2 /load-on-startup /servlet servlet-mapping servlet-name example /servlet-name url-pattern *.do /url-pattern /servlet-mapping /web-app struts-config.xmlの修正 ?xml version="1.0" encoding="UTF-8" ? !DOCTYPE struts-config PUBLIC "-//Apache Software Foundation//DTD Struts Configuration 1.3//EN" "http //struts.apache.org/dtds/struts-config_1_3.dtd" struts-config form-beans form-bean name="loginForm" type="org.apache.struts.action.DynaActionForm" form-property name="empNo" type="java.lang.String" / form-property name="empName" type="java.lang.String" / form-property name="deptName" type="java.lang.String" / /form-bean /form-beans action-mappings action path="/home" forward="/pages/login.jsp" / action path="/login" type="example.action.LoginAction" name="loginForm" forward name="success" path="/pages/success.jsp" / forward name="failure" path="/pages/login.jsp" / //ログインに失敗したときはログイン画面に戻る。 /action /action-mappings controller processorClass="org.springframework.web.struts.AutowiringRequestProcessor"/ plug-in className="org.springframework.web.struts.ContextLoaderPlugIn" set-property property="contextConfigLocation" value="/WEB-INF/applicationContext.xml"/ /plug-in /struts-config ログイン処理インターフェイスとログイン処理実装クラスの作成 LoginService.java(インターフェイス)をsrc/example/biz配下に作成。 package example.biz; import example.bean.Emp; public interface LoginService { public Emp execute(String empNo); } LoginServiceImpl.java(実装クラス)をsrc/example/biz配下に作成。 package example.biz; import org.springframework.stereotype.Service; import example.sqlMap.AppSqlConfig; import com.ibatis.sqlmap.client.SqlMapClient; import example.bean.Emp; @Service("loginService") //アノテーションを利用したBean定義 public class LoginServiceImpl implements LoginService { public Emp execute(String empNo) { SqlMapClient sqlMap = AppSqlConfig.getSqlMapInstance(); Emp emp = new Emp(); try { emp = (Emp)sqlMap.queryForObject("EMP.getEmp",empNo); //(1) } catch (Exception e) { e.printStackTrace(); } return emp; } } (1)…EMP_sqlMap.xmlで設定したSQL文を呼び出す。2つ目の引数は#VALUES#に入る。 Actionクラスを作成 package example.action; import org.apache.struts.action.Action; import javax.servlet.http.HttpServletRequest; import javax.servlet.http.HttpServletResponse; import javax.servlet.http.HttpSession; import org.apache.struts.action.ActionForm; import org.apache.struts.action.ActionForward; import org.apache.struts.action.ActionMapping; import org.apache.struts.action.DynaActionForm; import org.springframework.beans.factory.annotation.Autowired; import example.bean.Emp; import example.biz.LoginService; public class LoginAction extends Action { @Autowired //……(1) private LoginService loginService = null; @Override public ActionForward execute( ActionMapping mapping, ActionForm form, HttpServletRequest req, HttpServletResponse res ) throws Exception { HttpSession session = req.getSession(); DynaActionForm dynaForm = (DynaActionForm)form; String empNo = dynaForm.getString("empNo"); Emp emp = loginService.execute(empNo); // 該当する従業員番号があればログイン成功とする。 if (emp != null) { session.setAttribute("empNo", emp.getEmpNo()); session.setAttribute("empName", emp.getEmpName()); session.setAttribute("deptName", emp.getDeptName()); return mapping.findForward("success"); } return mapping.findForward("failure"); } } (1)byNameでのオートワイヤリングなので,LoginServiceImplで指定している@Serviceの引数とLoginActionクラスの@Autowiredが指定してあるフィールドloginService の名称をあわせることでDIされる。 参考URL http //codezine.jp/article/detail/1289 http //www.thinkit.co.jp/free/article/0606/13/2/ http //www.atmarkit.co.jp/fjava/rensai4/spring2_01/spring2_01_1.html http //itpro.nikkeibp.co.jp/article/COLUMN/20080929/315624/?ST=develop P=1
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Version 1.5.1 FREE CONTENT UPDATE2 (Version 1.5.0) VERSION 1.4.8.1 VERSION 1.4.8 VERSION 1.4.5 to 1.4.7 VERSION 1.4.4 VERSION 1.4.3 VERSION 1.4.2 VERSION 1.4.1 FREE CONTENT UPDATE (VERSION 1.4) 古いのはこちら UpDate情報2 Version 1.5.1 Fixes Fixed Hunter jump attack causing issues if the attack button is spammed Fixed Maliken exploit causing invincibility Fixed items disappearing caused by selling a race-specific item after a team switch Fixed Maliken summon effect (first part, the fire) cutting off early Dodge is no longer usable with Sacrifice active Maliken items no longer provide their effect when disabled Fixed a server crash and a few misc. minor issues Attempting to host multiple local games now always connects to the proper server Race-specific items are now properly sold when switching teams Fixed a bug allowing a player to move while Hunter s sleep is in progress Ejecting from siege no longer causes the player to lose his items Heavy armor items now properly reduce speed by 10% Fixed server-wide lag caused by a player crashing (One cause of it at least) Fixed loadout not properly showing "ammo" counts for item stacks Fixed spawn placement for Maliken placing him on top of structures Made it easier for the commander to focus on a unit by double clicking his portrait Selecting the build skill now properly deselects what you had previously selected, so it s no longer possible to accidentally have overlapping gadgets while trying to build Deselecting the build skill now properly takes you out of build mode Deactivating build now properly returns you to your melee weapon The pet menu will no longer be enabled unless you have a pet The officer menu will no longer be enabled unless you are the officer Fixed crashes with some replays from pre-1.5.0, there are still some issues to work out in this regard Switching to commander will no longer cause you to lose your items Reworked unit change placement code so that ejecting from a siege unit will no longer place you on top of a prop, and Maliken cannot spawn on top of buildings Spawning as Malphas during warmup will no longer cause the global weather effect or music change Players using Recall no longer leave an attackable body behind while in the spawn screen Fixed several issues with channelling spells (Sleep, Health/Mana Chant) Fixed an issue with cooldowns occasionally showing improperly on the client Fixed the taunt key hiding other animations Fixed gold mine raid bonus being given to the wrong team Fixed an issue with Blade Frenzy displaying NAME instead of Blade Frenzy in kill messages Dodge can no longer be used while the user is not idle Balance Changes Malphas soul cost back up to 20 Maliken health regeneration changed from -1.5 to -1.7 Maliken health increased from 900 to 1300 Maliken type set to Hellbourne, he can no longer be targetted by most spells and abilities Maliken soul cost has been increased to 15 Maliken s lightning mode bounces reduced from 3 to 2 (It now hits the initial target and 2 extras, instead of 3 extras) Maliken s melee modes now proc 20% of the time with Blade Frenzy, down from 25% Maliken now heals 100hp per soul earned, up from 50hp Maliken s blade throw now costs mana to activate Maliken s maximum mana has been increased from 250 to 275 Maliken s high armor state duration has been increased from 30 seconds to 40 seconds Blade Frenzy hit damage from 35 to 30 Blade Frenzy cooldown from 25 seconds to 35 seconds Blade Frenzy mana cost increased from 100 to 125 Maliken s push back mana cost reduced from 50 to 25 Maliken mana regeneration reduced from 3 to 2.5 All gold earned by Maliken now goes to the team All Maliken items have had their cost reduced by 25% Hunter s melee modes now disable mana regeneration and have a small mana cost per second Hunter s Glide damage reduced to 30, cooldown increased Hunter s Frenzy and Venomous are no longer dispellable FREE CONTENT UPDATE2 (Version 1.5.0) Fixes Fixed an issue causing melee attacks with certain units to miss on very rare occasions at certain distances Fixed a bug with siege aiming behind them if a blocker is behind the unit The Sleep animation now properly ends when the player ends Sleep early Fixed taunts, they are now visible by all players Fixed the "morning" crash Fixed an issue causing D3DDRIVER_INTERNALERRORs and crashes in certain situations Fixed an issue causing a loss of textures in the map editor Characters will no longer turn with the camera when immobile (such as with Hunter s Sleep) Linux Version Improve updater/uninstaller interaction OpenGL Renderer Fix a number of issues when run on an ATI video card Changes/Additions Added some new "anti-hack" features Reduced overall RAM use Added some optimizations to the renderer Losing a prerequisite after purchasing a consumable item will no longer disable that item Prerequisites for items now display in the loadout screen Pressing "Y" while in-game will display an overlay that allows you to view your skills The player backpack now shows up on the death screen All spells/skill will now display as red when they are in cool down The item store is now sorted more appropriately Spawn portals now have 120s lifetime and 75s cooldown All cooldowns are now global, switching units will not cause them to finish Kill streak notifications Dodge system now in place. Double tap A,S, or D to perform a dodge in that direction. Shaman and chaplain have had their main healing spells reduced to 6 seconds cool down, slight mana cost reduction Slight armor decrease on chaplain and shaman Gold and EXP for healing lowered Three new maps, Ancient Cities, Desolation, and Hidden Village A tips system has been added to the loading screens and death screen Added a number of new Enduring items, these items will persist through death and unit changes Gust of Wind You are immune to ranged damage while charging and dodging, and you can charge slightly further. Power Absorption Automatically dispels one negative effect per minute and restores some mana when doing so. Shield of Wisdom On use, it drains all remaining mana and prevents mana regeneration. In exchange, it shields you for damage based on the amount of mana drained for up to 30 seconds. Trinket of Restoration Heals all nearby allies and increases their armor for a short period. If a second trinket is used, it will not heal nearby allies if they still have the armor buff. Savior s Valor Can be used to cast recall on yourself (with a cool down on damage) - Will cancel if taking damage while recall is in progress. Token of Life May be used after death to revive yourself. Ammo pack/ammo sachel and mana stone/mana crystal are now flagged as enduring items and will not be dropped on death New unit Maliken. Maliken is obtained by the following steps. 1. Purchase a Brain of Maliken, Lungs of Maliken, and Heart of Maliken 2. Purchase the Soul of Maliken 3. Activate Soul of Maliken, at the cost of 10 souls. You will then transform into Maliken on the field at any location. Note that many of maliken s skills are blade modes. They are not a one time cast but rather a passive effect that does not turn off until the skill is manually cancelled or another blade mode is activated. Maliken s skills are 1. Blade of Damnation. This sword is unblockable in melee combat. Instead of an interrupt move, maliken throws his sword. Interrupt or right click a second time to teleport to it. The block button is a defensive maneuver that will knock back enemies around maliken. 2. Blade of Flames - applies a fire damage over time to a target. This effect stacks with each melee hit 3. Blade of Lightning - applies a lightning effect to maliken s sword. Each successful melee hit will result in a lightning bolt that bounces around between maliken s enemies, decreasing in damage with each bounce. 4. Blade of Wind - Each melee attack stirs up a gust of wind, protecting maliken from ranged attacks.5. Blade of Demonic Healing - each successful melee hit will heal maliken s nearby allies for an amount based off the damage caused. 6. Blade Frenzy - Maliken goes into a blade frenzy. This is an area of effect attack that lasts a short while and has different effects based on which of the above blade modes are active Maliken s spawn event spawns him with very high armor for 30 seconds, and he gets the benefit of maliken items when receiving souls. He can be buffed, debuffed and healed. However, he cannot be resurrected or recalled, and Riposte has no effect on him. He is also unstunnable. New unit Hunter. This unit replaces the Summoner. His skills are 2. Glide - This skill shoots the hunter forward in a line, damaging any in his path. This ability costs stamina instead of mana and will apply the Frenzy and Venomous effect. 3. Wing Spin - This skill damages and knocks back all nearby enemies. 4. Frenzy - Similar to Maliken s blade modes, this applies a passive effect to all melee attacks that leeches stamina from enemy players. 5. Venomous - This is a passive effect that applies a poison debuff to all melee attacks. Only one of Venomous and Frenzy can be active at a time. 6. Sleep - Puts the Hunter to sleep for a short duration, making him immune to ranged damage and regenerating life at a rapid rate. 7. Sentry - Places a sentry bat to act as a scout at the target location for a limited time. Modding Added "SkillCategory", "SkillCategoryCooldown", "SpellCategory" and "SpellCategoryCooldown" settings to all skills and spells If a unit uses a skill/spell and another one of their skills/spells matches it s category, it will be put into cooldown for CategoryCooldown milliseconds Added "GetPrereqDetails( example_prerequisite );" UI_CMD that will return a human-friendly prerequisite string. Prerequisites can now use an "or" operator. For example, consumable_tokenoflife_prerequisite "building_monastery or building_sanctuary" VERSION 1.4.8.1 Fixed missing "Steam.dll" error VERSION 1.4.8 BALANCE All structures now have a minimum armor value. Attacking the structure will not cause its armor to degrade past its minimum armor setting. Strongholds and Lairs have a minimum armor setting of .3 Main base structures have a minimum armor setting of .2 Towers and garrisons have their minimum armor setting at 0 The beast static charge spire has had its range increased to 900 to match the cannon tower Spawn portals have had their duration reduced to 90 seconds, health reduced to 300, and will not die when the officer who placed it dies. This is to encourage more strategic placement of spawn portals and encourage their protection Sacrifice will now cause the player to move at 85% movement speed, down from 90% Imp damage reduced to 30-38 from 35-42 Revenant s ranged attack damage increased to 60-65 from 50-58 Revenant s quick attack damage increased slightly Devourer soul cost increased to 9 Steambuchet s secondary ranged attack has had its range increased to match its primary attack Decreased range of tempest s meteor slightly Ranged Siege can no longer aim past map blockers, which is on most mountains Conjurer health reduced from 390 to 370 Summoner melee attack damage increased slightly FIXES Fixed an issue that was causing commander centurion armor to sometimes be out of range when zoomed out Fixed an issue that was causing voice commands to stop working after disconnecting from a server Fixed an issue allowing commanders to cast spells on enemy players through the fog of war Fixed an issue allowing commanders to select enemy players and structures through the fog of war Fixed "extended" mouse buttons, they will now work as intended when bound to an action Spectators now properly spawn in the middle of a map rather than in the corner There is now a 5 second delay on the ability to ping the minimap Fixed various glsl shaders Fixed skybox seams on gl2 renderer Fixed gl2 renderer shadow settings not being properly applied without a restart Maps Morning has been re-worked. The hell shrine is now between the two bases and there is a gold mine in the north. The walls have been moved further south and stronghold/lair moved slightly north. VERSION 1.4.5 to 1.4.7 Fixes Fixed an issue that was preventing some users from passing authorization Fixed several issues that prevented some users from being able to update or login VERSION 1.4.4 Fix a major exploit with ammo depot/mana fountain VERSION 1.4.3 BALANCE Spawn portal experience value on kill from 50 to 150 Max health for spawn portals from 300 to 1200 Cooldown time on portals from 30 seconds to 60 seconds Spawn portals can now be used multiple times FIXES Fixed some issues with pathing Fixed some server and client crashes Interrupt will no longer damage gadgets or structures Siege no longer recieves a camera kick when being attacked Fixed some PNG format clan icons not loading properly Fixed issues with white unit portraits, messed up health bars and units named "NAME" Fixed all known issues caused by hosting a local server and then connecting to an online server Fixed issues with Revenant and Devourer strong attack, they have now been re-enabled ADDITIONS/CHANGES Promotional codes can now be entered during in-game account creation Map rotation system has been changed, it now plays maps in a linear order, the "weight" has been changed to a percent chance a map will be played (0.75 means 25 percent chance it will skip to the next map in the lineup) VERSION 1.4.2 BALANCE Steambuchet and battering ram turn speeds increased. They should feel a bit more maneuverable now Battering ram s flames ability no longer freeze the battering ram in place for their duration Behemoth s shockwave mana cost decreased from 75 to 60 Behemoth s stomp mana cost decreased from 125 to 90 Behemoth s trunk slam mana cost decreased from 75 to 60 Tempest meteor now properly deals splash damage rather than full damage to all entities in the splash radius Devourer s vomit ability impacts a much wider radius, making it easier to hit opponents with Consume corpse does not make the devourer grow quite as big (maximum 60% size, down from 75%) Decay no longer harms the devourer. Mana cost per second increased from 4 to 7 Moderately decreased overall exp earned from attacking structures. It s still more rewarding to attack a structure over attacking a player in terms of experience. Shield generators now stop tempest s meteor MAP CHANGES Grimm s wall on morning had its HP reverted back to 8000 for now. This will help with ranged siege attacking from behind the walls. A more permanent fix is in the works, at which time we will increase the wall health again. FIXES/IMPROVEMENTS Devourer unit can no longer pick up items from NPCs More path finding improvements Fixed the "donate all" button on the loadout screen Made it easier to target corpses as the devourer after leveling up in size a few times OpenGL renderer Fixed volume texture mipmap issues VERSION 1.4.1 BALANCE Reduced tempest and steambuchet range Increased the maximum range on interrupt from 100 to 135 Increased duration of stun effects on being blocked or interrupted from 1 second to 1.4 seconds Spawn portal ability now has a 3 second cool down on damage, down from 5 seconds Spawn portal ability general cool down reduced from 75 seconds to 30 seconds Total experience earned for destroying a stronghold or lair reduced to 1250 from 2000 Behemoth, battering ram, and malphas now have attributes applied to them Strength attribute now increased damage by 2.5% per point Agility attribute now increased 3.5% per point, up from 3% Stamina sprint cost down from 12 to 11 Imp s gun mana cost increased from 13 to 15 per shot Imp s gun damage decreased from 40-48 to 35-42 Ravager s damage decreased from 9-10.5 to 8-9 Demo charge size increased by 25%, sight range decreased to 200 from 1000 Steam turret hit points decreased to 350 from 500 Venus plant hit points decreased to 400 from 500 Builder s hitpoints increased from 350 to 375 Conjurer s venomous spore weapon now has 6 projectiles instead of 12. The damage of each projectile has effectively been doubled, but the weapon now requires a more accuracy to hit with. Venomous spore damage increased to 65-80 from 62-75 MAP CHANGES Maximum players on morning reduced to 20 from 24 Fixed some areas on crossroads that were allowing commanders to place unreachable towers Moved human base gold mine on morning closer to the stronghold to put it in the buildable radius Added a death animation to Grimm s wall on morning, increased Grimm s wall s health Gold mine extraction rates on morning increased Added Devourer to practice and duel arena ADDITIONS Enabled all loading screens, removed FCP #1 announcement Added two new tools to the editor for working with textures, controlled by the CTRL and ALT keys Added color tints that display when blocked or interrupted When sudden death mode is activated, it will be displayed in the upkeep section of the interface Attribute screen now pops up again when you have points to spend Made it easier for commanders to see the edge of maps Commanders can zoom out further Players will now be given the option of having their stats recorded or not when they first join a server FIXES/IMPROVEMENTS Some path finding improvements (more to come) Fixed a minor bug in VoIP causing some console spam Fixed a bug that was preventing some of the animation based effects and sounds from precaching properly. This was causing some hitching, expect some performance improvements Removed the extra 30 seconds that were added to commander election time if leaving warmup mode Voice tips precache properly Fixed several crashes Unofficial servers now highlight correctly when selected Added spawn queue message to the loadout screen. This will display when the teams are unbalanced and the spawn queue is in effect Your player SF now displays properly in the loadout screen Added an experience bar in the loadout screen Fixed strength tool tip, it no longer mentions attack speed Changing resolution no longer requires a full reload of all interfaces, it simply resizes them to the proper size Fixed issue with the game browser on lower resolutions that would hide player level size of clan icons lowered to 24x24 from 32x32 Music is now properly precached Fixed an issue that was causing persistent vault icons to not always show up properly Fixed a crash in the editor related to cloning entities Commander Reveal spell can now be placed within blocked area Fixed a bug that would sometimes allow a user to join a full server Fixed an issue where voice commands wouldn t show up after disconnecting/reconnecting LINUX SPECIFIC XRandR is no longer required Fix problems when window manager gives game different sized window than requested Sound drivers list in options menu will now update after changing the sound output system FREE CONTENT UPDATE (VERSION 1.4) ADDITIONS Added two new maps, lostvalley and morning Added Voice over IP for commanders. The "\" key is used to broadcast by default Added armor level progression. At levels 4, 8, and 12 your character will receive new armor Added a new "aiming mode" for Steambuchet and Tempest. Use your "Interrupt" button to switch to it Added a clan system, complete with clan reservation for clan matches on select servers. Check out www.savage2clans.com for details Added a voice tip system. This system plays audio messages for each new game element you encounter. This can be disabled in the options Clan icons show up in game Added an Unofficial server list for player hosted servers Added automatic map download if you connect to a server hosting a map that you don t have New loadout screen and hellshrine screen Reconstructed the tutorial. It is now much more concise and offers a commander practice mode Added the Devourer unit, a hellbourne unit costing 7 souls Corpses now fade out slowly for the last 3 seconds of their lifetime Added some terrain rendering optimizations Players now always go to the spawn screen, even if only one spawn is available Added a "Return to Loadout" button to the spawn screen A notification is now displayed when your team has no commander A linux client of Savage 2 is now available Clan icons will now show in the score screens NEW COMBAT SYSTEM Stuns have been re-worked to no longer freeze the player. Abilities and attacks are disabled but the player can still move Stuns times were all generally reduced Blocking an opponent will cause 60 damage to the attacker, as well as reducing their armor by 35% and movement speed by 20% for one second You can block multiple opponents (your block will not lower when it is hit) Block takes 0.075 seconds to go into effect after hitting the block button, and can be held for a maximum of 5 seconds After releasing the block key, it takes 0.175 seconds to fully disengage Interrupt does no damage to opponents who are not blocking Interrupt deals 75 damage to opponents who are blocking, does 75 damage, and reduces movement speed by 20% for 1 second. Costs 22 stamina to execute Strafespeed reduced to 86% of base movement speed Quick attacking causes a 20% decrease in movement speed briefly, your movement speed returns to normal over .75 seconds All quick attack damage and range increased by approximately 10% Most ranged weapons had an approximate 15% increase in damage The angles on block and interrupt were significantly widened, it should be much easier to block and interrupt opponents who are in front of you FIXES/IMPROVEMENTS Pathing code re-worked. Pets and npcs should path more efficiently around players and objects in the world. An icon will now display when certain skills are active (devourer s decay, polymorph, healingward, manaward, cheetah) Fixed crashes when hosting multiple local games in a row Fixed memory corruption due to some new pathing code Fixed several potential crashes Duel arena is once again functional Fixed an issue with pushback effects pushing players in the wrong direction Fixed an issue with how NPCs aggro off of damage Fixed an issue allowing players to view scores in the lobby Fixed an issue where spawn trigger and NPC setting definition boxes would go below the bottom of the screen in the editor Fixed an issue causing snapcasted spells to not properly check range Fixed a bug with quick attack causing it to ignore damage bonuses Fixed Revenant s melee impact time Fixed an issue causing the mouse wheel to continue scrolling through abilities when dead Fixed an issue where melee weapons would disappear when a skill is selected Fixed mouse cursor disappearing while placing buildings as a commander Fixed mana incorrectly regenerating while polymorph was active Fixed Heal Pet being able to target siege Fixed a bug where weapon sounds would appear "behind" you on surround sound systems while looking up Fixed several editor crashes (Texturing bug still being elusive...) Added a fence and some more blockers to the bridge on Eden, to prevent falling in the water BALANCE CHANGES/ADJUSTMENTS Players can no longer take command if they have loadout time remaining Leaving command now causes a loadout time of 25 seconds The build ability of builders and conjurers is now entirely disabled if a commander is present Increased Engineer s stamina from 125 to 150 Officer aura stamina regeneration boost reduced Savage s Morale stamina regen boost reduced Jump attack no longer stuns blockers/interrupters, it simply does damage Builder s Rifle damage reduced slightly Savage s Ravager ammo reduced slightly Imp s projetile speed increased slightly Holybolt now does less damage against Hellbourne Jump attack no longer restores stamina on a successful hit Enrage and Rage now give a 25% melee damage increase instead of attack speed increase, 50% armor reduction Reduced price of hellshrine to 7500 Move speed debuff on conjurer s Venomous Spore now decreased movement speed by 10% instead of 20% Conjurer s roots no longer root human siege All tower costs reduced Strata and arrow tower increase in HP and armor, increased attack speed Venus plant now "builds" twice as fast. It should start firing quicker, similar to steam turret Commander spell reveal had its cool down increased from 30 seconds to 60 seconds Commander can no longer speed boost human siege The builder now uses the shotgun as his primary weapon. Armory needed to unlock his rifle Builder Shotgun ammo reduced from 25 to 20, damage increased slightly, range decreased slightly Builder Rifle now has 25 ammo, down from 30 Tempest s push back ability has a wider angle, should be a bit easier to use Tempest etheral will now allow the tempest to move at half speed. Etheral form is now dispellable by commanders. Scout s crossbow has faster attack speed, slightly more damage, and a slightly faster projectile Scout marksman bow has less attack time and less cool down time. This should increase its rate of fire Shapeshifter s lightning gun mana cost decreased from 50 to 35 Conjurer s entangle trap lasts 2.5 seconds, down from 3 seconds Conjurer s entangle trap had its affect radius decreased from 200 to 150 Venom spores speed reduction down from 10% to 7.5%, more venom pellets in the shot, wider spread to the shot, shorter range overall Gold and exp awarded for killing the bearloth and imp has been drastically reduced Cheetah form now requires a nexus Bearloth s melee attack speed from 1.3 seconds to 1 second. Damage slightly decreased Behemoth s main melee attack now hits at 30 degree arc, increased from 10 degrees Behemoth s Trunk Slam and Shockwave had mana cost decreased and damage increased Mana cost on behemoth s stomp ability was increased Tempest s range with meteor was increased Streambuchet s range on both attacks were increased All siege now cost 750 gold reworked all item costs. Generally everything is cheaper, except for the health shrine which had its cost increased to 200 from 175 Removed the freeze effect on predator s enrage ability to make it more useful in combat Decreased worker movement speed and increased stamina pool Tempest stamina lowered to 150 Strength no longer has an effect on attack speed Modified attribute point costs Increased observer movement speed Players no longer gain experience for using their own ammo demo or mana fountain Revenant weakened slightly, soul cost from 7 to 4 Entangling Roots is now removed by damage. Removed damage over time from conjurer spores but buffed their damage to compensate. Shield generator now gives experience based off of amount of damage blocked, instead of number of projectiles Shield generator no longer recieves experience from NPC attacks
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http //dump.no/files/467072ba2a42/ANONOPS_The_Press_Release.pdf 12/11-12/12 にかけて行われた、匿名の団体による企業サイトへの 攻撃の後の犯行声明の内容です。翻訳は途中まで。 ANON OPS A Press Release December 10, 2010 Who is Anonymous Anonymousとはだれか In their most recent public statement, WikiLeaks is the only group of people to identify Anonymous correctly. Anonymous is not a group, but rather an Internet gathering. 最も最近の公式声明で、ウィキリークスだけが正しくAnonymousを識別し ている。Anonymousは一つのグループではなく、インターネット上の集まりだ。 Both Anonymous and the media that is covering it are aware of the percieved dissent between individuals in the gathering. This does not, however, mean that the command structure of Anonymous is failing for a simple reason Anonymous has a very loose and decentralized command structure that operates on ideas rather than directives. Anonymousとそれを報道しているメディアの両方が集会の中での個々 人の意見の違いを承知している。しかし、このことは、Anonymousの命令系統が一つの原 因で機能しなくなるということを意味しない。Anonymousはきわめてルーズで非集中的な 命令系統をもち、その命令系統は命令よりむしろ個々の意見によって機能する。 [注:percieved- perceived?] We do not believe that a similar movement exists in the world today and as such we have to learn by trial and error. We are now in the process of better communicating some core values to the individual atoms that comprise Anonymous - we also want to take this opportunity to communicate a message to the media, so that the average Internet Citizen can get to know who we are and what we represent. 私たちは同様の運動が今日世界に存在するとは思わない、そして、そのようなことは、 試行錯誤によって学ばなければならない。私たちは、基本的価値観をAnonymousを構成する個々人により良く伝える過程にある - 一つのメッセージをメディアに伝える機会にもしたい、その結果、私たちがだれであるのか、私たちが何を象徴するのか、を平均的なインターネット市民が知るようになる。 Anonymous is not a group of hackers. We are average Interent Citizens ourselves and our motivation is a collective sense of being fed up with all the minor and major injustices we witness every day. Anonymousは、ハッカーの一団ではない。私たちは、毎日目にするありとあらゆる不正に うんざりした平均的なインターネット市民だ。 We do not want to steal your personal information or credit card numbers. We also do not seek to attack critical infrastructure of companies such as Mastercard, Visa, PayPal or Amazon. Our current goal is to raise awareness about WikiLeaks and the underhanded methods employed by the above companies to impair WikiLeaks ability to function. 私たちはあなたたちの個人情報もクレジットカードナンバーも盗もうとはしない 。企業の 重要なインフラストラクチャーを攻撃もしない、例えば、ビザ、ペイパル、またはアマゾン。 私たちの現在の目標は、ウィキリークスとウィキリークスを機能不全にするために上記企業が用いた卑怯なやり方、についての認識を高めることだ。 What is Operation Payback ―仕返し作戦とは As stated above, the point of Operation Payback was never to target critical infrastructure of any of the companies or organizations affected. Rather than doing that, we focused on their corporate websites, which is to say, their online public face . It is a symbolic action - as blogger and academic Evgeny Morozov put it, a legitimate expression of dissent. 上記のように当作戦のポイントは: 仕返し がターゲットとするのは、決して企業・団体の重要インフラではないこと。それをするよりも企業ウェブサイト、つまり、ネットでの 公の顔 に焦点をおいている。これは象徴的な活動である ―ブロガーであり学者でもあるEvgeny Morozovは「正当な異議の表出」と表している。 The background to the attacks on PayPal and the calls to attack Amazon.com ―PayPal攻撃とAmazon.com攻撃の要求に関する背景 Amazon, which was until recently WikiLeaks DNS provider, was one of the first companies to drop support for WikiLeaks. On December 9th, BusinessInsider.com reported that Amazon.co.uk were hosting the recently leaked diplomatic cables in e-book form. (Amazon.co.uk has since ceased selling the bundle of the diplomatic cables.) Amazonは、最近までWikiLeaksのDNSプロパイダーだったが、その支援を断ち切った最初の企業の一つである。12月9日のBusinessInsider.comの報道によると、Amazon.co.ukは最近の外交電文のリークをe-book形式で売っていたようだ(すでに販売は中止している)。 After this piece of news circulated, parts of Anonymous on Twitter asked for Amazon.com to be targetted. The attack never occured. このニュースが流れてから、Twitter上のAnonymous数人によってAmazon.comをターゲットにせよとの要求があった。しかし、結局アタックが為されることはなかった。 While it is indeed possible that Anonymous may not have been able to take Amazon.com down in a DDoS attack, this is not the only reason the attack never occured. After the attack was so advertised in the media, we felt that it would affect people such as consumers in a negative way and make them feel threatened by Anonymous. Simply put, attacking a major online retailer when people are buying presents for their loved ones, would be in bad taste. たしかにAnonymousのDDoSアタックでAmazon.comをダウンさせられない可能性はあったが、それだけの理由でアタックが行われなかったわけではない。メディアでアタックが広く報道された後、我々はアタックが例えば消費者といった人々に対してマイナスの影響を与えるのではと感じた。また、Anonymousがそれらの人々を脅かしていると捉えられるのではないかと感じた。簡潔に言うと、人々が最愛の人にプレゼントを買っているとして、その大手ネット小売店をアタックするのは趣味が悪いだろうということだ。 The continuing attacks on PayPal are already tested and preferable while not damaging their ability to process payments, they are successful in slowing their network down just enough for people to notice and thus, we achieve our goal of raising awareness. PayPalへの継続したアタックの方がすでに試されているしより好ましい:アタックによって支払いシステムにダメージを与えたわけではないが、人々が気付くに十分な程度にはそのネットワーク速度を遅くすることに成功した。つまり、我々は注意を喚起するという目的に達成した。 この記事は 翻訳板にて翻訳されたものです。 ※12/16 What is Operation Payback以降加筆しました