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【登録タグ B HEROINE SOUNDS すばる ちょこふぁん 恋色マスタースパーク 曲】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); 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} div The software has made it possible for me to watch the National Football League matches from virtually anywhere Sirius has over 125 commercial free channels2 rushing yards per game, second only to Nevada in the NCAA Football Bowl Subdivisioncom/profile_background_images/403364355/Twitter_IndyBG This year s first pick may be one of the biggest blunders in many years2012 (Monday) (Local Time)VolleyballMichael Turner Jersey Women s preliminariesChina v Turkey (09 30)Serbia v South Korea (11 30)Dominican Republic v Russia (14 45)USA v Brazil (16 45)Italy v Japan (20 00)Great Britain v Algeria (22 00)Sports fans and supporters around the globe watch London Olympic 2012 all game Live Streaming upauthor {line-height 20px;color #333;font-family Arial, Helvetica, sans-serif;} Instead a photographer will highlight your best features t[[Rob Gronkowski Jersey http //www.patriotsnflofficialstore.com]] o create a beautiful shot04 Earnings $1Tony ShaloubThis season ticket holder has more Emmys than youNFL Divisional Playoff Predictions This week it stands to reason that the task I face is far more daunting than the last She has also had a line of shoes and jewelry Restoring and maintaining resilience is often a matter of being in close contact with your physical and emotional statusCditto184461049246912513{background #9AE4E8Rob Gronkowski Jersey Rush sold concert tickets to 37 markets in the United States and Canadatwitter-inner-ditto221997961155067904 div Phillips seemed to be the star of the show last night, with way more camera time than Sanchez, although her simple rendition of “I Will Always Love You” rocked the house down and gave her fans some hope that perhaps she would sweep the night after allGetting cheap software discounts does not mean that the product you are getting is cheap and ill-madetimestamp a Just plan to have the food cooked at least an hour and a half before the game starts2012 National Football League Pre-Season Schedule (All times Eastern)Sunday, August 5Arizona vsreply span {background-position 0px 3px;} p Tommy Thompson (in bush s cabinet in Dept Hot subs such as meatball, pulled pork and Philly cheese steak are hot on the menu of many tailgaters Managing the promotional programs for the players and teamstimestamp {font-size 12px;display block;color #999;} pretweet span {background-position -80px 3px;} p He was in the mood to celebrate In the words of Jack Welch, former CEO of GE, "When you take on a leadership role, it s no longer about you, it s about themretweet span {background-position -80px 3px;} p Other than that, Morita was mostly a bit player, but one you would recognize on TV shows from Happy Days to Baywatch An attempt to collect and list down some of the interesting names is done in the following write updittoTweet span There are many different sites on the world wide web that need you to use interesting or cool screen names El Laberinto de la Soledad , a study of the Mexican identity and thought and his poetic works like Libertad de Pisis and Piedra de sol are some of his most famous contributions to Mexican literature It is sold in many health stores; 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ui_texture_detail|テクスチャの質 ui_max_frame_rate|最大フレームレート ui_enable_bumpmap|バンプマッピングを使用する ui_disable_blood|血を隠す ui_disable_music|音楽を無効にする ui_disable_sound|効果音を無効にする ui_enable_cheats|チートを有効にする ui_enable_edit_mode|エディットモードを有効にする (注意:ゲームが遅くなります) ui_enable_pixel_shaders|ピクセルシェーダを使用する ui_enable_sound_variation|サウンドに多様性を持たせる ui_enable_vertex_shaders|描画方式 ui_shadow_quality|影の質 ui_directx_7|DirectX 7 ui_directx_9|DirectX 9 ui_show_framerate|フレームレートを表示する ui_start_windowed|ウインドウモードにする ui_trialmode_caption|認証 ui_trialmode|お手数ですが、あなたのシリアルキーでMount Blade Warbandを動かしてください。あなた特有の16桁のシリアルキーはあなたの箱に入れられているコピーの中に含まれています。\n現在どんな理由でもゲームを起動したくないなら、あなたはまだトライアルモードをプレイし続けることができますが、しかしキャラクターレベル8を超えて進めることができないでしょう。 ui_launch_buy|TaleWorlds.comでライセンスを購入 ui_launch_faq|認証に関する質問 ui_trialmode2|今すぐ認証してゲームを遊ぶには... ui_trialmode3|他の方法... ui_trialmode4|認証プロセスによる質問を見る... ui_serial_key_caption|シリアルキー ui_notification_serial_input|あなたのシリアルキー(コピー ペースト推奨) を入力して認証ボタンをクリック ui_activate|アクティベート ui_paste|貼り付け ui_notification_serial_internet_connection|アクティベートにはインターネットに接続する必要があります ui_notification_serial_offline|また、このコンピュータがインターネットへのアクセス手段がないなら、あなたは以下を使用できます。 ui_manual_activation|マニュアル認証 ui_offline_activation|オフライン認証 ui_manual_activation_caption|マニュアル認証 ui_offline_activation_caption|オフライン認証 ui_cancel2|キャンセル ui_close|閉じる ui_ok2|OK ui_activation_successful|ゲームの起動に成功しました。 ui_activation_successful2|後日のためにシリアルキーを保管してください。 新しいコンピュータにMount Blade Warbandをインストールしたいなら、あなたは将来、再びそれを必要とするかもしれません。 ui_activation_denied|起動を拒絶されました! ui_notification_serial_already_used|別のコンピュータで シリアルキーは既に使用されています。 あなたは数週間 このコンピュータで ゲームを再開するのを 待たなければなりません。 ui_notification_unable_to_connect_to_activation_server|起動サーバに接続できません! ui_notification_unable_to_connect_to_activation_server2|インターネット接続が 適切に行われているか 確認してから、 再度試してください。ファイアウォールを 設定している場合、 ゲームがインターネットへ 接続するのを許可する 必要があります。 いずれの手段も失敗した場合は、 手動でアクティベーションしてください。 ui_incorrect_serial_number|シリアルキーが間違っています! ui_incorrect_hardware_hash|ハードウェアのハッシュが間違っています! ui_incorrect_activation_code|アクティベーションコードが間違っています! ui_cant_write_to_registry|レジストリへの書き込みが出来ません! ui_video|映像 ui_audio|音声 ui_game|ゲーム ui_advanced|詳細 ui_mount_and_blade_is_ready|Mount Blade Warband is ready. ui_notification_trial_mode|Mount Blade Warbandは体験版で起動しています。 プレイヤーのレベルが 6になるまで自由にゲームを遊べます。 以降も続ける場合は、 taleworlds.comから ライセンスを購入してください。 オンラインでライセンスを購入してから、 ゲームをアンロックするまでわずか一分ほどです。 ui_there_are_no_modules_installed|モジュールがインストールされていません! ui_notification_new_version|A newer version of Mount Blade Warband was found.\nCurrently installed version is %d.%d%d%d.\nLatest version of Mount Blade Warband is %d.%d%d%d.\nYou can download the new version from www.taleworlds.com. ui_new_version_found|New Version Found! ui_notification_unable_to_retreive_new_version|Unable to retrieve new version info. Please try again later. ui_new_version|New Version ui_notification_latest_version|The installed version of Mount Blade Warband is the most current one. ui_mount_and_blade_is_up_to_date|Mount Blade Warband is up-to-date! ui_off|オフ ui_continue_playing_the_trial_mode|体験版で続ける ui_faq_caption|FAQ ui_faq_text|Q What is activation?\r\nA The activation system is a user-friendly copy-protection method which is based on distributing a unique serial key along with each copy of the game. You need to activate the game once on every computer that you want to play the game with your serial key. After activating once, you don't need to do anything else to play such as keeping the game disc in the drive. As long as you keep your serial key, you will be able to activate and play the game easily, even after many years.\r\n\r\nQ Where can I find my serial key?\r\nA Each boxed copy of the game includes a unique serial key. Different vendors may distribute the keys in different ways, but it is typically attached to the cover of your printed manual. If you have purchased your game online, then the online vendor should supply you your serial key.\r\n\r\nQ How does the activation process work?\r\nA The game creates a hash-value from the specifications of your computer and sends it to an activation server over the internet together with your serial key. The activation server registers the serial key to your computer and responds with an activation number, which then unlocks the full mode of the game.\r\n\r\nQ Can I activate the game on multiple computers?\r\nA Yes, you can. But please remember that the game is licensed to you for your own personal use. The activation server may reject a serial key temporarily if it is used on too many computers in a short period of time. \r\n\r\nQ The program stops to respond after I click on the activate button.\r\nA Sometimes it may take up to half a minute to carry out the activation process. Be patient, the game will eventually report the result.\r\n\r\nQ My computer does not have access to the internet. How can I activate the game?\r\nA In this case you may use manual activation. Just click on "Enter Your Serial Key", and then "Manual Activation" buttons. You will still need to open up the manual activation web-page from another computer that is linked to the internet.\r\n ui_auto_adjust|自動調整 ui_screen_size|画面解像度 ui_antialiasing|アンチエイリアス ui_use_desktop_resolution|デスクトップの解像度 ui_play|Mount Blade Warband をプレイ ui_check_for_new_version|新しいバージョンをチェックする ui_configure|設定 ui_configure_caption|Configure ui_mountandblade_website|Mount Blade Warband Website ui_current_setting| Current Module ui_manual_activation_text1|1) In your web browser, open the following address ui_manual_activation_text2|2) In the webpage that opens enter your serial key... ui_manual_activation_text3|3) ...and this machine's hardware hash ui_manual_activation_text4|4) The page will then give you an activation code. Enter or paste it below and click OK. ui_activation_code|Activation Code ui_force_vsync|垂直同期をオンにする ui_module_newer_than_application|The module you selected has been specified NOT TO WORK with the current version of the game. You are strongly advised not to run this setting. To remedy this, you may try checking for a newer version of the game. ui_module_older_than_application|The module you selected has been created for an older version of the game and may not work with the current version of the game. You may go ahead and try running it but there is a chance that you will run into difficulties. To remedy this, you may check if a newer version of the module is available. ui_m_low|低 ui_m_high|高 ui_m_ultra_high|最高 ui_force_single_threading|強制的にシングルスレッドにする ui_not_enough_memory|It seems that you currently have %d MB of available total physical and virtual memory. Mount Blade Warband requires at least 700 MB of available memory in order to run without a problem. If Mount Blade Warband continuously crashes during your play, please close some of your programs before starting Mount Blade Warband or increase your virtual memory from Control Panel - System menu. ui_install|Install Mount Blade Warband DirectXText|"Mount Blade Warband requires DirectX 9.0c or above to run. This computer does not meet the requirement. To fix the problem you need to download and install the latest version of DirectX from Microsoft's website. Would you like to visit TaleWorlds DirectX Download page 2010-04-07 (水) 15 18 06" NoMountAndBladeText|"Mount Blade Warband has not been installed on this computer. Please download the full installer from www.taleworlds.com and use it to install the game." ui_SavegamesText|"Do you want to keep your save files?" ui_trialmode_online|Mount Blade Warband is currently running in Trial Mode. In this mode you can play the game freely until your character reaches level 7. To continue further, you need to enter a serial key and activate the game. If you have already purchased the game, please enter your serial key now. If not you may easily purchase the game from Taleworlds.com. It takes only a minute to buy a license online and unlock the complete mode. ui_launch_activate|Enter Your Serial Key ui_trialmode2_online|After buying a license, you will obtain your serial key.\nTo unlock the full mode just proceed to... ui_trialmode3_online|Or, if you don't wish to purchase the game yet you can also... ui_trialmode4_online|Our online sales process is fully secure and we greatly respect our customers' rights to security, privacy, having backup copies of their game and upgrading their computers/hardware. If you'd like to learn more about our sales policy, please take a look at ui_ondemand_textures|要求に応じてテクスチャを読み込む ui_language|言語 ui_steam_not_running|Steam could not be initialized properly. Steam must be running to play this game. ui_switch_to_turkish_explanation|Oyunun dilini Turkce'ye cevirmek ister misiniz? ui_switch_to_turkish_yes|Evet ui_switch_to_turkish_no|Hayir ui_new_version_message|A newer version of the game is available. Do you wish to visit the download page now? ui_enable_version_check|バージョンチェックを有効にする ui_disable|無効にする ui_yes2|はい ui_no2|いいえ ui_new_version_message2|A newer version of the game is available. Please visit the online portal you purchased the game from to download the new version.
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登録タグ AV うんこ これはひどい なぜ出てくるし まとめサイト ゲロ コメントログ有りの記事 サイト ショックサイト スカ セクシャル パワーワード リアクション動画あり 危険度6 品性を疑う 汚物 男性は注意 病気・畸形 非常識 食事中注意 黙読注意 【警告】アダルトサイトの為、検索する際は注意 ポップな音楽とともにニューハーフの黒人女性のお尻に黒人男性が性器を挿し、上のニューハーフの黒人女性が性器を回しているFlashがあるサイト。 問題のFlashは前述のサイトのほか、ShockChanやvarietymodelsでも閲覧可能。(現在は閉鎖により閲覧不可) YouTubeにリアクション動画が多数投稿されている。 ソースはPornhubである。 性器を回した回数が下にカウントされ、46回目になると右上に「YOU ARE OFFICIALLY GAY -)」(あなたは正式なゲイです)と出てくる。 因みにここで流れるポップな音楽はDead or Alive の 『You Spin Me Round』という曲のサビの部分である。 このサイトにウイルスやマルウェアなどの報告は特にないが、かなり性的で悪趣味な内容のため興味本位で検索しないよう注意...だが、 しかし、「それだけ」なら危険度3レベルである。 なんとこのサイトの左上にある「SHOCK SITES」というところを押すと、 このwikiに載っているワードや、載っていない過激な動画が多く見れるので注意! (危険度は5~7がほとんどで、特定の手順を踏むと閲覧できる言葉に登録されているものが多い。) ゲロやスカ系が多いのでそれが苦手な人は本当に注意! + 閲覧できるワード ()内はmeatspin.com内の記事名 馬突きの映像(2 GUYS 1 HORSE、MR HANDS) 優木あおい 宅配(フルへの直リンあり)(WAIFU BASICS) レモンパーティの画像(LEMON PARTY) BigfootProof.com(BIGFOOT PROOF) blue waffle(BLUE WAFFLE) Bottle Guy(BOTTLE GUY) BowlGirl(BOWL GIRL) Chomp.avi(DO NOT WATCH) clownsong(CLOWN SONG) EelSoup(EEL SOUP) Goatse.cxのGIF(GOATSE) Hai2u(HAI2U) Octopus Girl(OCTOPUS GIRL) Pain Olympics(2~5) (BME PAIN OLYMPICS 1→2、BME PAIN OLYMPICS 2→4、BME PAIN OLYMPICS 3→3、BME PAIN OLYMPICS 4→5) specialfriedrice.net(SPECIAL FRIED RICE) SWAP.avi(4 GIRLS FINGERPAINT) Tubgirl(TUBGIRL、TUBGIRL 2.0) Worm GushのGIF(WORMGUSH) 1 Girl 1 Pitcher(1 GIRL 1 PITCHER) 1 guy 1 mousetrap(1 GUY 1 MOUSETRAP) 1 Man 1 jar(1 GUY 1 JAR) 1 Man 1 Screwdriver(1 GUY 1 SCREWDRIVER) 1 Man 2 Needles(1 MAN 2 NEEDLES) 1 Priest 1 Nun(1 PRIEST 1 NUN) 2 Girls 1 Cup,2 Girls 1 Finger(フルあり)(2 GIRLS 1 CUP) 2 Guys 1 Stump(2 GUYS 1 STUMP、I'M SWINGING、2 GUYS 1 SWING) + このwikiに載っていない動画や画像 ()はmeatspin.com内の記事名 ディルドと腕を同時にお尻の穴にさして抜き差ししている動画 (3 GUYS 1 ARM) 黄色く変色した女性器?(GIANT CHEESE TACO) トイレの便で歯磨きする動画 (1 GUY 1 BRUSH) 一人の男性が睾丸に重りをつける動画 (1 GUY 15 KILO) 二人の男性が海で魚にフェラをさせる動画 (2 FIRENDS 1 FISH) 男性が手にボクシンググローブをつけてもう一人の男性のお尻の穴に手を抜き差しする動画 (ANAL BOXING) 女性がケーキにおならをする動画 (CAKE FARTS) 日本人男性が日本人女性から出た糞を食べるAV (JAPSCAT) 四人の男性がサッカーの服装をしてアナルセックスをしている画像 (LOL TRAIN) お尻の穴が感染症にかかってしまった人の画像 (RED PANCAKE) 女性と男性が便で遊ぶ動画 (SALASA SNACK) 二人の女性が嘔吐しあう動画 (VOMIT GIRL) お尻の穴に電球を入れて火をつけ破裂させる動画 (1 GUY 2 BULBS) 一人の男が二人の男のお尻の穴を脱肛させ、遊ぶ動画 (1 GUY 2 SLUGS) ディルドをお尻の穴に挿入する動画 (TUMMY TEAR) 男性二人で性交をする動画(陽気な音楽が流れている)(YOU ARE SO GAY) 男性の顔に嘔吐する動画 (SOUP SLUSHIE) 女性器にナイフを挿入する動画 (1 GIRL 1 KNIFE) 一応公式Twitterアカウントもある。→@meatspincom 関連項目:porkspin.com、BigfootProof.com 分類:セクシャル、非常識、汚物、病気・畸形 危険度:6 コメント 議論の結果、危険度を6に上げるべきという意見が多かったため、危険度を3から6に変更しました。 -- ZXC (2024-06-15 07 05 14) ↑言い直します。変更されました。 -- ZXC (2024-06-15 07 05 47) おおーーー!上がった! -- 50/masaba (2024-06-15 07 17 20) 2時間半前に危険度が上がったワード -- 名無しさん (2024-06-15 09 55 19) 良いゾォ〜⤴︎コ⤵︎レ⤴︎(普通に気に入った) -- 野獣先輩 (2024-06-20 16 08 08) やっぱ前言撤回、スカトロの塊やわ…(飯中か飯前に見ると食欲失せるで…🍖) -- 野獣先輩 (2024-06-20 16 11 25) DO NOT WATCHってやつの内容求む どう見てもやばそう www.meatspin.com/shock-sites/do-not-watch/ -- 名無しさん (2024-06-22 22 02 16) ↑DO NOT WATCHはChomp.aviと同じです。だから記載してありません。 -- 50/masaba (2024-06-22 22 33 52) ↑Chomp.aviと同じ内容です -- 名前決まりません (2024-06-22 22 34 12) 登録されているワードにも記事名書いときますね。 -- 50/masaba (2024-06-22 22 34 21) 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/comcomchannel/pages/405.html
長さ(Duration):3 15動画公開日(Published):10/07/08 14 36 23動画更新日(Updated):12/06/02 09 28 54動画カテゴリ(Category):ゲーム(Games)「『白い海と竜の物語』の全貌」 各地で出てきた、『白い海と竜の物語』をまとめました。 ちなみに、全巻そろえるとコゥルとピューマのメッセージが入ります。 ※該当パートの収録当時の編集技術を利用しているため、字が読みづらい箇所があります。ご了承ください。 ゲームはこちらから。 本家サイト http //www7a.biglobe.ne.jp/~redrelease/ ダウンロード http //www.vector.co.jp/soft/win95/game/se425696.htmlRed Release, レッドリレイス, Release Production, フリーゲーム, Free Game, 実況, RPG, 竜, 獣, ファンタジー, Dragon, Furry, Fantasy, .com.com, tkcomcom1is, やりこみ, おまけ, Extra, 攻略http //i.ytimg.com/vi/EeSgManJrcE/0.jpghttp //i.ytimg.com/vi/EeSgManJrcE/1.jpghttp //i.ytimg.com/vi/EeSgManJrcE/2.jpghttp //i.ytimg.com/vi/EeSgManJrcE/3.jpg Name Comment
https://w.atwiki.jp/usb_audio/pages/47.html
原文:Audio Device Document 1.0(PDF) USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 91 available setting. It will report this rounded setting when queried during a Get Processing Unit Control request. Table 5-47 Chorus Modulation Depth Control Parameter Block Control Selector CHORUS_DEPTH_CONTROL wLength 2 Offset Field Size Value Description 0 wChorusDepth 2 Number The setting for the attribute of the Chorus Modulation Depth Control. 5.2.2.5.3.11 Dynamic Range Compressor Compression Ratio Control The Compression Ratio Control is used to influence the slope of the active part of the static input-tooutput transfer characteristic of the Dynamic Range Compressor Processing Unit. The Compression Ratio Control can support all possible Control attributes (CUR, MIN, MAX, and RES). The valid range for the CUR, MIN, MAX, and RES attributes is from zero (0x0000) to 255.9961 dB/dB (0xFFFF) in steps of 1/256 dB/dB or 0.00390625 dB/dB (0x0001). The Compression Ratio Control honors the request to the best of its abilities. It may round the wRatio attribute value to its closest available setting. It will report this rounded setting when queried during a Get Processing Unit Control request. Table 5-48 Dynamic Range Compressor Ratio Control Parameter Block Control Selector COMPRESSION_RATIO_CONTROL wLength 2 Offset Field Size Value Description 0 wRatio 2 Number The setting for the attribute of the Compression Ratio Control. 5.2.2.5.3.12 Dynamic Range Compressor MaxAmpl Control The MaxAmpl Control is used to set the upper boundary of the active input range of the compressor. The MaxAmpl Control can support all possible Control attributes (CUR, MIN, MAX, and RES). The settings for the CUR, MIN, and MAX attributes can range from -128.0000 dB (0x8000) to 127.9961 dB (0x7FFF) in steps of 1/256 dB or 0.00390625 dB (0x0001). The settings for the RES attribute can only take positive values and range from 1/256 dB (0x0001) to +127.9961 dB (0x7FFF). The MaxAmpl Control honors the request to the best of its abilities. It may round the wMaxAmpl attribute value to its closest available setting. It will report this rounded setting when queried during a Get Processing Unit Control request. Table 5-49 Dynamic Range Compressor MaxAmpl Control Parameter Block Control Selector MAXAMPL_CONTROL wLength 2 USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 92 Offset Field Size Value Description 0 wMaxAmpl 2 Number The setting for the attribute of the MaxAmpl Control. 5.2.2.5.3.13 Dynamic Range Compressor Threshold Control The Threshold Control is used to set the lower boundary of the active input range of the compressor. The Threshold Control can support all possible Control attributes (CUR, MIN, MAX, and RES). The settings for the CUR, MIN, and MAX attributes can range from -128.0000 dB (0x8000) to 127.9961 dB (0x7FFF) in steps of 1/256 dB or 0.00390625 dB (0x0001). The settings for the RES attribute can only take positive values and range from 1/256 dB (0x0001) to +127.9961 dB (0x7FFF). The Threshold Control honors the request to the best of its abilities. It may round the wThreshol attribute value to its closest available setting. It will report this rounded setting when queried during a Get Processing Unit Control request. Table 5-50 Dynamic Range Compressor Threshold Control Parameter Block Control Selector THRESHOLD_CONTROL wLength 2 Offset Field Size Value Description 0 wThreshold 2 Number The setting for the attribute of the Threshold Control. 5.2.2.5.3.14 Dynamic Range Compressor Attack Time Control The Attack Time Control is used to determine the response of the compressor to a step increase in the input signal level. The Attack Time Control can support all possible Control attributes (CUR, MIN, MAX, and RES). The settings for the CUR, MIN, MAX, and RES attributes can range from zero (0x0000) to 255.9961 ms (0xFFFF) in steps of 1/256 ms or 0.00390625 ms (0x0001). The Attack Time Control honors the request to the best of its abilities. It may round the wAttackTime attribute value to its closest available setting. It will report this rounded setting when queried during a Get Processing Unit Control request. Table 5-51 Dynamic Range Compressor Attack Time Control Parameter Block Control Selector ATTACK_TIME_CONTROL wLength 2 Offset Field Size Value Description 0 wAttackTime 2 Number The setting for the attribute of the Attack Time Control. 5.2.2.5.3.15 Dynamic Range Compressor Release Time Control The Release Time Control is used to determine the recovery response of the compressor to a step decrease in the input signal level. The Release Time Control can support all possible Control attributes (CUR, MIN, MAX, and RES). The settings for the CUR, MIN, MAX, and RES attributes can range from zero (0x0000) to 255.9961 ms (0xFFFF) in steps of 1/256 ms or 0.00390625 ms (0x0001). The Release Time Control honors the request to the best of its abilities. It may round the wReleaseTime attribute value to its USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 93 closest available setting. It will report this rounded setting when queried during a Get Processing Unit Control request. Table 5-52 Dynamic Range Compressor Release Time Control Parameter Block Control Selector RELEASE_TIME_CONTROL wLength 2 Offset Field Size Value Description 0 wAttackTime 2 Number The setting for the attribute of the Release Time Control. 5.2.2.6 Extension Unit Control Requests Because this specification has no knowledge about the inner workings of an Extension Unit, it is impossible to define requests that are able to manipulate specific Extension Unit Controls. However, this specification defines a number of Controls an Extension Unit must or can support. 5.2.2.6.1 Set Extension Unit Control Request This request is used to set an audio Control inside a particular Extension Unit of the audio function. Table 5-53 Set Extension Unit Control Request Values bmRequest Type bRequest wValue wIndex wLength Data 00100001B SET_CUR SET_MIN SET_MAX SET_RES CS Extension Unit ID and Interface Length of parameter block Parameter block The bRequest field indicates which attribute the request is manipulating. The MIN, MAX, and RES attributes are usually not supported for the Set request. The wValue field specifies the Control Selector (CS) in the high byte and zero in the low byte. The Control Selector indicates which type of Control this request is manipulating. (Enable Processing, etc.) If the request specifies an unknown or unsupported CS to that Unit, the control pipe must indicate a stall. For a description of the parameter block for the Extension Unit Control Selectors, see Section 5.2.2.6.3, “Extension Unit Controls.” 5.2.2.6.2 Get Extension Unit Control Request This request returns the attribute setting of a specific audio Control inside an Extension Unit of the audio function. USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 94 Table 5-54 Get Extension Unit Control Request Values bmRequest Type bRequest wValue wIndex wLength Data 10100001B GET_CUR GET_MIN GET_MAX GET_RES CS Extension Unit ID and Interface Length of parameter block Parameter block The bRequest field indicates which attribute the request is reading The wValue field specifies the Control Selector (CS) in the high byte and zero in the low byte. The Control Selector indicates which type of Control this request is addressing. (Enable Processing, etc.) If the request specifies an unknown or unsupported CS to that Unit, the control pipe must indicate a stall. For a description of the parameter block for the Extension Unit Controls, see Section 5.2.2.6.3, “Extension Unit Controls.” 5.2.2.6.3 Extension Unit Controls For the time being, this specification only defines a single generic Extension Unit Control, the Enable Processing Control. Issuing non-supported Control Selectors to an Extension Unit leads to a control pipe stall. 5.2.2.6.3.1 Enable Processing Control The Enable Processing Control is used to either enable the functionality of the Extension Unit or bypass the Extension Unit entirely. In the latter case, default behavior is assumed. Enable Processing Control can have only the current setting attribute (CUR). The position of an Enable Processing switch can be either TRUE or FALSE. The current setting of the Control can be queried using a Get Extension Unit Control request. Table 5-55 Enable Processing Control Parameter Block Control Selector XU_ENABLE_CONTROL wLength 1 Offset Field Size Value Description 0 bOn 1 Bool The setting for the Enable Processing Control. Enabled when TRUE, disabled when FALSE. 5.2.3 AudioStreaming Requests AudioStreaming requests can be directed either to the AudioStreaming interface or to the associated isochronous data endpoint, depending on the location of the Control to be manipulated. 5.2.3.1 Interface Control Requests For now, this specification only deals with format-specific AudioStreaming interface requests. Depending on the Audio Data Format used by the interface (reflected in the wFormatTag field of the class-specific AS interface descriptor), the set of requests to control the interface may vary. As an example, consider an interface capable of accepting AC-3 encoded data streams. Such an interface obviously incorporates an USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 95 AC-3 decoder to convert the incoming data stream into the logical channels that eventually enter the audio function through the associated Input Terminal. The same yields for an interface capable of accepting MPEG-2 encoded data streams. However, the parameter set needed to control the AC-3 decoder differs substantially from the parameter set needed to control the MPEG-2 decoder. Therefore, the formatspecific Interface Control requests are described in the USB Audio Data Formats, together with the definition of the format-specific descriptors. 5.2.3.2 Endpoint Control Requests The following sections describe the requests an audio function can support for its AudioStreaming endpoints. The same layout of the parameter blocks is used for both the Set and Get requests. 5.2.3.2.1 Set Endpoint Control Request This request is used to set an attribute of an endpoint Control inside a particular endpoint of the audio function. Table 5-56 Set Endpoint Control Request Values bmRequest Type bRequest wValue wIndex wLength Data 00100010B SET_CUR SET_MIN SET_MAX SET_RES CS endpoint Length of parameter block Parameter block The bRequest field indicates which attribute the request is manipulating. The MIN, MAX, and RES attributes are usually not supported for the Set request. The wValue field specifies the Control Selector (CS) in the high byte and the low byte must be set to zero. The Control Selector indicates which type of Control this request is manipulating (Sampling Frequency, Pitch Control, etc.) If the request specifies an unknown CS to that endpoint, the control pipe must indicate a stall. For a description of the parameter block for the endpoint Control Selectors, see Section 5.2.3.2.3, “Endpoint Controls.” 5.2.3.2.2 Get Endpoint Control Request This request returns the attribute setting of a specific endpoint Control inside an endpoint of the audio function. Table 5-57 Get Endpoint Control Request Values bmRequest Type bRequest wValue wIndex wLength Data 10100010B GET_CUR GET_MIN GET_MAX GET_RES CS endpoint Length of parameter block Parameter block The bRequest field indicates which attribute the request is reading. The wValue field specifies the Control Selector (CS) in the high byte and the low byte must be set to zero. The Control Selector indicates which type of Control this request is manipulating (Sampling Frequency, 1 - 6 - 11 - 16 - 21 - 26 - 31 - 36 - 41 - 46 - 51 - 56 - 61 - 66 - 71 - 76 - 81 - 86 - 91 - 96 - 101 - 106 - 111 - 116 - 121 - 126 ここを編集
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Market Analysis The Email Marketing Industry is predicted to grow at a healthy 15.2% CAGR between 2020- 2027, states the recent Market Research Future (MRFR) analysis. Email marketing is more than merely sending mails. It has various features like reporting and analytics, campaign automation, scheduling, email builders, and design tools that allows enterprises in streamlining their marketing efforts. The key benefits of email market solution is in building customer loyalty, increasing the number of leads, and increasing sales. Various factors are fuelling the global email marketing market share. As per the recent MRFR market estimates, such factors include increasing digitalization worldwide, growing number of internet users, increasing trend of digital marketing, surge in the acceptance of smartphones and tablets, growing internet penetration even in remote or distant locations, increasing use during COVID-19 pandemic, launch of 5G network facility, rise in hosted service and email marketing providers, growing acceptance of digital literacy and awareness, and cheapening of tariff rates. On the contrary, budget constraints, lack of awareness among SMEs in developing economies, lack of infrastructure in emerging economies, growing security issues, and stringent regulations related to user data privacy may limit the global email marketing market growth over the forecast period. Get a Free Sample @ https //www.marketresearchfuture.com/sample_request/7426 Market Segmentation The MRFR report throws light on an inclusive segmental analysis of the global email marketing market based on industry vertical, deployment mode, organization size, and component. By component, the global email marketing market is segmented into services and solutions. By deployment mode, the global email marketing market is segmented into on-premises and cloud. By organization size, the global email marketing market is segmented into small enterprises, medium-sized enterprises, and large enterprises. Of these, the small and medium sized enterprises will lead the market over the forecast period. By industry vertical, the global email marketing market is segmented into IT and telecom, BFSI, media and entertainment, transportation and logistics, education, food and beverages, travel and hospitality, retail and consumer goods, and others. Regional Analysis By region, the global email marketing market covers the recent trends and growth opportunity across North America, Europe, the Asia Pacific (APAC), and Rest of the World (RoW). Of these, North America will dominate the market over the forecast period. The presence of large number of enterprises, high degree of digitalization, the increase in the application of convenient marketing, and the growing inclination of start-ups towards email marketing are adding to the global email marketing market growth in the region. In Europe, the global email marketing market is predicted to hold the second-largest share over the forecast period for the rise in the number of startups and the penetration of email marketing in different enterprises in the UK. In the APAC region, the global email marketing market is predicted to grow at a fast pace over the forecast period. Rapidly increasing number of enterprises, growing adoption of digital marketing solutions, presence of largest population of email users, the presence of several reputed companies, rapid globalization, the emergence of new companies, fast growing enterprises, and the increasing adoption of various digital marketing solutions by emerging companies are adding to the global email marketing market growth in the region. In RoW, the global email marketing market is predicted to have sound growth over the forecast period. Key Players The leading players profiled in the email marketing market report include Ontraport (US), Mailjet inc. (France), Constant Contact, Inc. (US), AWeber Communications (US), Pinpointe On-Demand, Inc. (US), Kevy (US), Adobe (US), SendinBlue (France), Salesforce.com, inc. (US), ActiveCampaign, LLC (US), Klaviyo (US), HubSpot, Inc. (US), Campaign Monitor (US), Zoho Campaigns (India), and GetResponse (Poland), among others. The global email marketing market is fragmented and also competitive with the presence of many domestic as well as international industry players. They have incorporated assorted strategies to stay at the forefront and also cater to the surging needs of the customers, including collaborations, partnerships, contracts, geographic expansions, new product launches, joint ventures, and more. Additionally, these players are also making heavy investments in research and development activities for strengthening their portfolios and also creating a hold in the market. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/email-marketing-market-7426 Industry Updates April 2021- Amazon is offering email marketing tool to its sellers. Table of Contents 1 Executive Summary 2 Scope of The Report 2.1 Market Definition 2.2 Scope of The Study 2.2.1 Research Objectives 2.2.2 Assumptions Limitations 2.3 Markets Structure 3 Market Research Methodology 3.1 Research Process 3.2 Secondary Research 3.3 Primary Research 3.4 Forecast Model Continued… Similar Report B2B Telecommunication Market Information by Solution (Unified Communication and Collaboration), Deployment (Fixed, Mobile), Organization Size (Large, Enterprise), Application (Industrial, Commercial) and regions Trending #MRFR Report** https //ictmrfr.blogspot.com/2022/04/geofencing-market-companies-growth-with.html https //blogfreely.net/pranali004/telecom-expense-management-market-size-impressive-cagr-changing-business-scope https //postheaven.net/pranali004/financial-app-industry-impressive-cagr-changing-business-needs-scope-of https //market-research-future.tribe.so/post/openstack-service-market-research-impressive-cagr-changing-scope-of-current--6263de46791566c10c79891e https //www.scutify.com/articles/2022-04-24-infrastructure-as-a-service-industry-cagr-changing-business-scope-of-current-and-future-industry- About Market Research Future At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research Consulting Services. Contact Market Research Future (Part of Wantstats Research and Media Private Limited) 99 Hudson Street, 5Th Floor New York, NY 10013 United States of America 1 628 258 0071 (US) 44 2035 002 764 (UK) Email sales@marketresearchfuture.com Website https //www.marketresearchfuture.com
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状態における振る舞いをそれぞれのクラスとして分割し、局所化する 頻繁に状態が変わるような場合には、オブジェクトの生成処理のオーバーヘッドが大きくなる 最初に全ての状態オブジェクトを生成して、オブジェクトの切り替えを行う http //en.wikipedia.org/wiki/State_pattern のJavaコードをC++にした #include iostream #include string #include ctype.h using namespace std; // prototypeclass StateContext; // State Classclass State {public virtual void writeName(StateContext *stateContext, string name) = 0;}; // ConcreteState Classclass StateA public State {public virtual void writeName(StateContext *stateContext, string name);}; // ConcreteState Classclass StateB public State {public StateB() { count = 0; } virtual void writeName(StateContext *stateContext, string name);private int count;}; // Context Classclass StateContext {public StateContext() { myState = NULL; setState(new StateA()); } void setState(State *newState) { if (myState != NULL) delete myState; myState = newState; } void writeName(const string name) { myState- writeName(this, name); }private State *myState;}; // StateA writeNamevoid StateA writeName(StateContext *stateContext, string name) { string iterator it = name.begin(); while (it != name.end()) { *it = tolower(*it); ++it; } cout name endl; stateContext- setState(new StateB());} // StateB writeNamevoid StateB writeName(StateContext *stateContext, string name) { string iterator it = name.begin(); while (it != name.end()) { *it = toupper(*it); ++it; } cout name endl; if (++count 1) { stateContext- setState(new StateA()); }} // clientint main() { StateContext *sc = new StateContext(); sc- writeName("Monday"); sc- writeName("Tuesday"); sc- writeName("Wednesday"); sc- writeName("Thursday"); sc- writeName("Saturday"); sc- writeName("Sunday"); delete sc; return 0;} 出力 monday TUESDAY WEDNESDAY thursday SATURDAY SUNDAY http //www.dofactory.com/Patterns/PatternState.aspx のC#コードをC++にした Structural example #include iostream #include typeinfo using namespace std; // prototypeclass Context; // The State abstract classclass State {public virtual void Handle(Context *context) = 0;}; // The Context classclass Context {public // constructor Context(State *state) { _state = NULL; SetState(state); } virtual ~Context() { delete _state; } // Get or Set the state State* GetState() { return _state; } void SetState(State *state) { if (_state != NULL) delete _state; _state = state; cout "State " typeid(*state).name() endl; } // Request void Request() { _state- Handle(this); }private State *_state;}; // A ConcreteState classclass ConcreteStateA public State {public virtual void Handle(Context *context);}; // A ConcreteState classclass ConcreteStateB public State {public virtual void Handle(Context *context);}; // ConcreteStateA Handlevoid ConcreteStateA Handle(Context *context) { context- SetState(new ConcreteStateB());} // ConcreteStateB Handlevoid ConcreteStateB Handle(Context *context) { context- SetState(new ConcreteStateA());} // clientint main() { // Setup context in a state Context *c = new Context(new ConcreteStateA()); // Issue requests, which toggles state c- Request(); c- Request(); c- Request(); c- Request(); delete c; return 0;} 出力(g++の場合) State 14ConcreteStateA State 14ConcreteStateB State 14ConcreteStateA State 14ConcreteStateB State 14ConcreteStateA Real World example #include iostream #include string using namespace std; class Account; // The State abstract classclass State {protected Account *account; double balance; // 残高 double interest; double lowerLimit; double upperLimit; string state_name;public // Properties Account* getAccount(); void setAccount(Account *value); double getBalance() { return balance; } void setBalance(double value) { balance = value; } virtual void Deposit(double amount) = 0; virtual void Withdraw(double amount) = 0; virtual void PayInterest() = 0; string GetName() { return state_name; }}; // The Context classclass Account {private State *_state; string _owner;public // Constructor Account(const string owner); // Destructor virtual ~Account() { delete _state; } // Properties double getBalance() { return _state- getBalance(); } State* getState() { return _state; } void setState(State *state) { delete _state; _state = state; } void Deposit(double amount) { _state- Deposit(amount); cout "Deposited $" amount " ---" endl; cout " Balance = $" getBalance() endl; cout " Status = " getState()- GetName() endl; cout endl; } void Withdraw(double amount) { _state- Withdraw(amount); cout "Withdraw $" amount " ---" endl; cout " Balance = $" getBalance() endl; cout " Status = " getState()- GetName() endl; cout endl; } void PayInterest() { _state- PayInterest(); cout "Interest Paid ---" endl; cout " Balance = $" getBalance() endl; cout " Status = " getState()- GetName() endl; cout endl; }}; // A ConcreteState class// Red indicates that account is overdrawnclass RedState public State {private double _serviceFee;public // Constructor RedState(State *state) { balance = state- getBalance(); account = state- getAccount(); Initialize(); }private void Initialize() { // Should come from a datasource interest = 0.0; lowerLimit = -100.0; upperLimit = 0.0; _serviceFee = 15.00; state_name = "RedState"; }public virtual void Deposit(double amount) { balance += amount; StateChangeCheck(); } virtual void Withdraw(double amount) { amount -= _serviceFee; cout "No funds available for withdrawal!" endl; } virtual void PayInterest() { // No interest is paid }private void StateChangeCheck();}; // A ConcreteState class// Silver indicates a non-interest bearing stateclass SilverState public State {public // Overloaded constructors SilverState(State *state) { balance = state- getBalance(); account = state- getAccount(); Initialize(); } SilverState(double balance, Account *account) { this- balance = balance; this- account = account; Initialize(); }private void Initialize() { // Should come from a datasource interest = 0.0; lowerLimit = 0.0; upperLimit = 1000.0; state_name = "SilverState"; }public virtual void Deposit(double amount) { balance += amount; StateChangeCheck(); } virtual void Withdraw(double amount) { balance -= amount; StateChangeCheck(); } virtual void PayInterest() { balance += interest * balance; StateChangeCheck(); }private void StateChangeCheck();}; // A ConcreteState class// Gold indicates an interest bearing stateclass GoldState public State {public // Overloaded constructors GoldState(State *state) { balance = state- getBalance(); account = state- getAccount(); Initialize(); } GoldState(double balance, Account *account) { this- balance = balance; this- account = account; Initialize(); }private void Initialize() { // Should come from a database interest = 0.05; lowerLimit = 1000.0; upperLimit = 10000000.0; state_name = "GoldState"; }public virtual void Deposit(double amount) { balance += amount; StateChangeCheck(); } virtual void Withdraw(double amount) { balance -= amount; StateChangeCheck(); } void PayInterest() { balance += interest * balance; StateChangeCheck(); }private void StateChangeCheck();}; //// State ////Account* State getAccount() { return account;} void State setAccount(Account *value) { account = value;} //// Account ////Account Account(const string owner) { // New accounts are Silver by default _owner = owner; _state = new SilverState(0.0, this);} //// RedState ////void RedState StateChangeCheck() { if (balance upperLimit) { account- setState(new SilverState(this)); }} //// SilverState ////void SilverState StateChangeCheck() { if (balance lowerLimit) { account- setState(new RedState(this)); } else if (balance upperLimit) { account- setState(new GoldState(this)); }} //// GoldState ////void GoldState StateChangeCheck() { if (balance 0.0) { account- setState(new RedState(this)); } else if (balance lowerLimit) { account- setState(new SilverState(this)); }} ///////////// Entry point into console application.int main() { // Open a new account Account *account = new Account("Jim Johnson"); // Apply financial transactions account- Deposit(500.0); // deposit 預け入れ account- Deposit(300.0); account- Deposit(550.0); account- PayInterest(); // interest 利子 account- Withdraw(2000.00); // withdraw 引き落とし account- Withdraw(1100.00); delete account; return 0;} 出力 Deposited $500 --- Balance = $500 Status = SilverState Deposited $300 --- Balance = $800 Status = SilverState Deposited $550 --- Balance = $1350 Status = GoldState Interest Paid --- Balance = $1417.5 Status = GoldState Withdraw $2000 --- Balance = $-582.5 Status = RedState No funds available for withdrawal! Withdraw $1100 --- Balance = $-582.5 Status = RedState 参考サイト デザインパターンを“喩え話”で分かり易く理解する http //www.netlaputa.ne.jp/~hijk/study/oo/designpattern.html TECHSCORE http //www.techscore.com/tech/DesignPattern/index.html/ Programing Place http //www.geocities.jp/ky_webid/index_old.html デザインパターンの骸骨たち http //www002.upp.so-net.ne.jp/ys_oota/mdp/ デザインパターンの使い方 State http //japan.internet.com/developer/20081224/26.html
https://w.atwiki.jp/usb_audio/pages/27.html
原文:Audio Terminal Types 1.0(PDF) USB Device Class Definition for Terminal Types Release 1.0 March 18, 1998 6 1 Introduction The intention of this document is to describe in detail all the Terminal Types that are supported by the Audio Device Class. This document is considered an integral part of the Audio Device Class Specification, although subsequent revisions of this document are independent of the revision evolution of the main Audio Device Class Specification. This is to easily accommodate the addition of new Terminal Types without impeding the core Audio Device Class Specification. 1.1 Scope The Audio Device Class Definition applies to all devices or functions embedded in composite devices. All audio signals inside an audio function start at an Input Terminal, pass through some Units, and leave the function through an Output Terminal. Units can manipulate the signal in various ways. Terminals represent the connections of the function to the outside world. As part of the Terminal descriptor, the wTerminalType field specifies the vendor’s suggested use of the Terminal. For example, a pair of speakers is a more suitable target for music output than a telephone line. This feature allows a vendor to ensure that applications use the device in a consistent and meaningful way. 1.2 Related Documents · Universal Serial Bus Specification, 1.0 final draft revision (also referred to as the USB Specification). In particular, see Chapter 9, “USB Device Framework”. · Universal Serial Bus Device Class Definition for Audio Data Formats (referred to in this document as USB Audio Data Formats). · Universal Serial Bus Device Class Definition for Terminal Types (referred to in this document as USB Audio Terminal Types). · ANSI S1.11-1986 standard. · MPEG-1 standard ISO/IEC 111172-3 1993. · MPEG-2 standard ISO/IEC 13818-3 Feb. 20, 1997. · Digital Audio Compression Standard (AC-3), ATSC A/52 Dec. 20, 1995. (available from http //www.atsc.org) · ANSI/IEEE-754 floating-point standard. · ISO/IEC 958 International Standard Digital Audio Interface and Annexes. · ISO/IEC 1937 standard. · ITU G.711 standard. 1.3 Terms and Abbreviations None. USB Device Class Definition for Terminal Types Release 1.0 March 18, 1998 7 2 Terminal Types The following is a list of possible Terminal Types. This list is non-exhaustive and will only be expandedin the future. 2.1 USB Terminal Types These Terminal Types describe Terminals that handle signals carried over the USB, usually throughisochronous pipes. These Terminal Types are valid for both Input and Output Terminals. Table 2-1 USB Terminal Types Terminal Type Code I/O Description USB Undefined 0x0100 I/O USB Terminal, undefined Type. USB streaming 0x0101 I/O A Terminal dealing with a signal carried over an endpoint in an AudioStreaming interface. The AudioStreaming interface descriptor points to the associated Terminal through the bTerminalLink field. USB vendor specific 0x01FF I/O A Terminal dealing with a signal carried over a vendor-specific interface. The vendor-specific interface descriptor must contain a field that references the Terminal. 2.2 Input Terminal Types These Terminal Types describe Terminals that are designed to record sounds. They either are physically part of the audio function or can be assumed to be connected to it in normal operation. These Terminal Types are valid only for Input Terminals Table 2-2 Input Terminal Types Termina Type Code I/O Description Input Undefined 0x0200 I Input Terminal, undefined Type. Microphone 0x0201 I A generic microphone that does not fit under any of the other classifications. Desktop microphone 0x0202 I A microphone normally placed on the desktop or integrated into the monitor. Personal microphone 0x0203 I A head-mounted or clip-on microphone. Omni-directional microphone 0x0204 I A microphone designed to pick up voice from more than one speaker at relatively long ranges. Microphone array 0x0205 I An array of microphones designed for directional processing using host-based signal processing algorithms. USB Device Class Definition for Terminal Types Release 1.0 March 18, 1998 8 Terminal Type Code I/O Description Processing microphone array 0x0206 I An array of microphones with an embedded signal processor. 2.3 Output Terminal Types These Terminal Types describe Terminals that produce audible signals that are intended to be heard by the user of the audio function. They either are physically part of the audio function or can be assumed to be connected to it in normal operation. These Terminal Types are only valid for Output Terminals. The distinction between headphones, desktop speakers, and room speakers may be used by applications to select different 3D signal processing algorithms. Table 2-3 Output Terminal Types Terminal Type Code I/O Description Output Undefined 0x0300 O Output Terminal, undefined Type. Speaker 0x0301 O A generic speaker or set of speakers that does not fit under any of the other classifications. Headphones 0x0302 O A head-mounted audio output device. Head Mounted Display Audio 0x0303 O The audio part of a VR head mounted display. The Associated Interfaces descriptor can be used to reference the HID interface used to report the position and orientation of the HMD. Desktop speaker 0x0304 O Relatively small speaker or set of speakers normally placed on the desktop or integrated into the monitor. These speakers are close to the user and have limited stereo separation. Room speaker 0x0305 O Larger speaker or set of speakers that are heard well anywhere in the room. Communication speaker 0x0306 O Speaker or set of speakers designed for voice communication. Low frequency effects speaker 0x0307 O Speaker designed for low frequencies (subwoofer). Not capable of reproducing speech or music. 2.4 Bi-directional Terminal Types These Terminal Types describe an Input and an Output Terminal for voice communication that are closely related. They should be used together for bi-directional voice communication. They may be used separately for input only or output only. These types require two Terminal descriptors. Both have the same type. The two Terminals are linked together through the bAssocTerminal fields in their respective Terminal descriptors. The Associated Interfaces descriptor can be used to reference a HID interface for conferencing functions. USB Device Class Definition for Terminal Types Release 1.0 March 18, 1998 9 Table 2-4 Bi-directional Terminal Types Terminal Type Code I/O Description Bi-directional Undefined 0x0400 I/O Bi-directional Terminal, undefined Type. Handset 0x0401 I/O Hand-held bi-directional audio device. Headset 0x0402 I/O Head-mounted bi-directional audio device. Speakerphone, no echo reduction 0x0403 I/O A hands-free audio device designed for host-based echo cancellation. Echo-suppressing speakerphone 0x0404 I/O A hands-free audio device with echo suppression capable of half-duplexoperation. Echo-canceling speakerphone 0x0405 I/O A hands-free audio device with echo cancellation capable of full-duplex operation. 2.5 Telephony Terminal Types These Terminal Types describe Terminals that connect to the PSTN or PBX. Initiating calls and monitoring call progress will be done through an associated interface which may be Communication, HID or Vendor-Specific class. These Terminals are bi-directional and follow the rules for bi-directional Terminals. Table 2-5 Telephony Terminal Types Terminal Type Code I/O Description Telephony Undefined 0x0500 I/O Telephony Terminal, undefined Type. Phone line 0x0501 I/O May be an analog telephone line jack, an ISDN line, a proprietary PBX interface, or a wireless link. Telephone 0x0502 I/O Device can be used as a telephone. When not in use as a telephone, handset is used as a bi-directional audio device. Down Line Phone 0x0503 I/O A standard telephone set connected to the device. When not in use as a telephone, it can be used as a bidirectional audio device. 2.6 External Terminal Types These Terminal Types describe external resources and connections that do not fit under the categories of Input or Output Terminals because they do not necessarily translate acoustic signals to or from the user of the computer. Most of them may be either Input or Output Terminals. USB Device Class Definition for Terminal Types Release 1.0 March 18, 1998 10 Table 2-6 External Terminal Types Terminal Type Code I/O Description External Undefined 0x0600 I/O External Terminal, undefined Type. Analog connector 0x0601 I/O A generic analog connector. Digital audio interface 0x0602 I/O A generic digital audio interface. Line connector 0x0603 I/O An analog connector at standard line levels. Usually uses 3.5mm. Legacy audio connector 0x0604 I/O An input connector assumed to be connected to the lineout of the legacy audio system of the host computer. Used for backward compatibility. S/PDIF interface 0x0605 I/O An S/PDIF digital audio interface. The Associated Interface descriptor can be used to reference an interface used for controlling special functions of this interface. 1394 DA stream 0x0606 I/O An interface to audio streams on a 1394 bus. 1394 DV stream soundtrack 0x0607 I/O An interface to soundtrack of A/V stream on a 1394 bus. 2.7 Embedded Function Terminal Types These Terminal Types represent connections to internal audio sources or sinks in a device. All have associated interfaces for control. These interfaces may be HID or other classes (vendor-specific, mass storage for CD-ROM, etc.). Devices capable of both playback and recording should follow the rules for bidirectional Terminals. Table 2-7 Embedded Terminal Types Terminal Type Code I/O Description Embedded Undefined 0x0700 I/O Embedded Terminal, undefined Type. Level Calibration Noise Source 0x0701 O Internal Noise source for level calibration (MPEG decoding, Dolby PrologicÔ, AC-3 etc.) Equalization Noise 0x0702 O Internal Noise source for measurements. CD player 0x0703 I Audio compact disc player or CD-ROM capable of audio playback. DAT 0x0704 I/O Digital Audio Tape. DCC 0x0705 I/O Digital Compact Cassette. 1 - 6 - 11 ここを編集
https://w.atwiki.jp/chex/pages/320.html
Lecture for intermediate Lecture for intermediate Lecture for those who intend to become intermediate Lecture for those who intend to become intermediate Introduction As you, designers who are familiar to the development of OKEs some degree, may know that clear goals are not exist in this game. You can play it in any direction, and it is free that how far you elaborate. It can be thought that, the goal setting is also a part of the contents of this game already. That is, as you become more familiar, how to enjoy and how to beat becomes more different from each other. For example, there are some people pursue every day how well avoid mines. But next to it, there are some people do everything in their power to assault by destroying all mines. Descriptions satisfy both at the same time is extremely difficult. As you become more familiar, as it becomes finer contents, your own strategy is going to be made. For these reasons, it is difficult to determine what to lecture for intermediate people or what is the definition of intermediate in the first place. So first, for those who intend to become intermediate, I entered from the description of the timing and execution speed of the program that are essential knowledge for creating large programs. For the reaction rate of OKE and scale of the program A CPU that you select in Hardware has parameters of "storage capacity", "execution speed" (and weight). "Execution speed" represents the execution speed of the program and the unit c/s means "(the number of executing) chips per second". The highest execution speed of CPU is 240c/s; you can execute 240 actions or decisions per second. Looks ridiculously large numbers at first glance, but is not really so much. Let s take a closer look. In this game, various judgment of combat takes place on a frame-by-frame basis. Frame is a still image that makes up a video. When you choose "frame advance" of the system menu in combat you can check the status of frame-by-frame. This game is 30fps, 30 pictures will be displayed per second. Therefore, if the CPU is 240c/s, you execute 240 chips per one second (= 30 frames), 8 chips per frame (= 1/30 sec). To pause during the battle actually, you can check the number of executing chips that appears bright. This number will significantly affect the "reaction rate of OKE". OKE runs all the actions as instructed in chips read in that time. Even though you made an excellent program, not only it becomes waste unless it is done when it is needed, but also it may cause trouble when it is executed with unnecessary timing. So let s look at an avoidance decision. There is a branch of “whether there is a bullet around the body” at the beginning of the avoidance decision, perform the avoidance maneuver If this were yes, go to the next process if it was no. What is needed in this case is that the first branch is executed when there is a bullet in the vicinity of the body. For example, if you set the range of around the body radius 100m, it is best to branch to avoidance decision with a margin of distance of 100m. But if the code is longer, for example, what happens if a program executes about 40 chips until return at earliest? Even with the fastest CPU, it takes 5 frames or more to go around once. If there is only once decision per go-around, avoidance maneuver is performed 5 or more frames late when a bullet comes at the worst timing. 5 frames = 5/30 of a second, it is about 0.17 seconds. During this time, AP ammunition flies about 50m; beam and rail gun flies about 80m. That is, then you will get a direct hit with no reaction if it was shot from the distance. Even though you perform reaction, if not even 30m away at that time, it is too late to act. Leaving aside one shot of beam gun, in case of rail gun, even a hit is directly linked to defeat frequently. The avoidance decision was given as an example here, but I can say the same thing to the decision of all of course. As it become a larger-scale program, more complex assessment of the situation and actions can be performed by OKEs but the reaction rate will reliably drop instead. Stack of subtle reduction of reaction rate affect more than a little on combat result. If you create a large program without thinking about the reaction rate, most will weaken comprehensively than small and medium-sized programs. There are mainly two know-hows to maintain the reaction rate when you building a large program, utilizing subroutine and utilizing loop. Utilize subroutine In the CPU with a maximum storage capacity, there are two areas that can be form subroutines of 7× 7 size on the right side. It is possible to run the subroutine from the chips of the “SUB 1” “SUB 2” placed in the main program of the left side. When the executed subroutine is completed, the process proceeds to the next of “SUB” chip which was placed in the main routine. By placing regularly this "SUB" chips in the main routine, it becomes possible to execute programs implemented into the subroutine several times until go around a main routine. For example, implement avoidance decision into a subroutine, when you call the subroutine whenever the main routine proceeds about 10 chips, reaction rate is significantly improved because it began to determine once per about two frames whether it is necessary to avoid. It should be noted that, of course main program is stopped at the place of "SUB" chip while executing subroutine. If there is a long program that is always executed in the subroutine, the rotation of the main program will be dull depending on the number of calls. Although rate of behavior that implemented into the subroutine improves, all other actions are delayed slightly. Therefore, you must be sure to execute subroutines only when necessary. To give avoidance as an example, if the OKE is quick moving or jumping already, it is not needed to execute subroutine. By increasing the rotation speed of the main routine even slightly by reducing unnecessary processing, let s improve the rate of each operation. Utilize loop To tell the truth first, loop may cause a fatal bug in high probability if you are not familiar. What is the loop, about the risk and the usefulness of the loop, I describe a simple example together. Please see the image below. This is avoidance decision of the program that is described in "Lecture for beginners", introduced the missile countermeasure. Missile detection is added before scanning for a high-speed flying object. It is built with the assumption that the behavior " Continue to lie down when a missile is detected to 100m range, then jump to avoid after it approach to 20m" . As long as the missile does not come within 20m, it will continue to run the operation of lie down repeatedly. This portion that is run repeatedly, this is the loop. By looping temporarily here, at the moment the missile enters the 20m range, you will be able to perform reaction immediately. To execute the process that you want to run on certain situations quickly, or in order to run an action timely at the moment the situation has changed, loop processing is quite useful. Now tested the program of the sample image, then it was confirmed that it is possible to avoid opponent’s missile on a one-to-one. So I organized a three-machine team triumphantly, and fought with a team that has missiles, then, OMG! There is an OKE that continues to lie down and does not move at all! Of course playing possum like that definitely not effective to OKEs, they were wiped out within a numerical disadvantage. What on earth was the problem? This sample is the form of, "Detected a missile coming towards in the 100m distance " → "loop until a missile is detected in the 20m range" The problem is that, in the first place, it has formed a loop on the assumption that "missile coming towards" is reach to the location of the OKE reliably. The missile coming towards is aimed at the OKE really? Or there is not an obstacle before it reaches? In such a variety of reasons, if the missile did not come in the 20m range, you will not be able to get out of the loop. In this case, you can solve the problem by modifying like the image below. By only one shifting of the ahead of an arrow, you will leave the loop if the missile does not come to 20m range. In the case also maintaining a bidirectional loop, you can resolve the problem as the image below. When you specify the range, you can be outside the range around your OKE by up and down key while holding down R button. By utilizing this, form a loop of “Continue to lie down if there are one or more missiles between 20m and 100m, proceed to avoidance decision when there are no missiles”. In this way, you can perform jump by avoidance decision when the missile is coming within 20m. In addition, even though the missile towards different direction or disappear, loop is always released. (There are waste and problem still in this example, I set it aside for the time being) It was long, but in short, it is that want you to understand firmly the risk and benefits of loop processing. Because bugs of this kind occur frequently, let s repeat behavior test and thoroughly verify when introducing a loop. If you will master successfully, quick reactions become possible in limited situations and that slight differences lead to great results. [Summary] When building a large program, needs attention to the execution timing of behaviors that require quick responses. The more complex and courteous programs, the more reduced the reaction rate is. Beware treatment of unnecessary processes in many cases. Consider the timing that should be executed and the need for each decision. For example, execute a long thinking process during operation that cannot be canceled, etc. Subroutine and loop are useful, but you should utilize it after a solid understanding of its risk. If the subroutine that will be called each time is long, the main program will not go around quickly. Wrong release condition of the loop leads to defeat very likely. [Supplemental Commentary loop examples] Although I gave the missile countermeasure loop as a reference, in addition, describe an example of a relatively safe loop to be able to make easy.Conducting enter and exit of the loop in accordance with the each state of OKE, it will be safety and quick loop process. For example, because it will not be able to perform the most operations when the OKE is struck and overturning, there is a way to check the situation in the dedicated loop and determine whether activate options or not, take evasive action to avoid additional attack immediately after the state recovered. In opposite, if the target is struck and overturning, it might be interesting to enter the loop for pursuit and additional attack. Because the state recovers automatically, it will be expected a certain effect without causing an infinite loop. Narrow down the processes There are many processes that you want to monitor situation changes constantly such as Scan for Projectiles, Activate Option, and process during overturning, etc. You can easily monitor such processes constantly by putting in places to pass frequently (Top of main and top of sub used frequently). However, in other words, would be referred to as "regardless of need or not, have repeated frequently the same process ", it is a waste of processing power. This will cause delaying the response. For example, in the case of Self-Cooling System of options, you do not have to monitor the amount of heat of body constantly in many cases. Mostly the purpose of starting the cooling is either, prevent thermal damage when it is struck or increase the frequency of fire. If the purpose of preventing thermal damage, it is only necessary to assess once when entering or exiting the process of when be struck or avoiding. If you increase the frequency of fire, it is only necessary to assess when it refrain from attack due to the heat. In this way, it is possible to improve the throughput performance if you stop constantly monitor the processes being monitored constantly. However, by stopping the constant monitoring, it is possible that the case that cannot be monitored occurs. In the case of cooling system, if you assess only when entering or exiting the process of when be struck or avoiding, there is likely to be roasted by "beam from close range (undaunted, cannot detect by Scan for Projectiles)" or "heat generated by the flames of napalm (undaunted, are not projectiles )". Although you should assess elsewhere to avoid this, the mounting area increases in this instance, and eventually you would waste the processing power if you assess too much. It is necessary to narrow down and pinpoint the necessary timing of decision, or if you do not narrow, must be determined after having analyzed trade-off among the mounting area, effect and risk when stopped constant monitoring.