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Global グローバルオブジェクトは Construct プロパティを持たない; new 演算子を添えてコンストラクタとしてグローバルオブジェクトを使用することはできない。 グローバルオブジェクトは Call プロパティを持たない。関数としてグローバルオブジェクトを呼び出すことはできない。 グローバルオブジェクトの Prototype 及び Class プロパティの値は実装依存である。 Global オブジェクトの値プロパティ NaN Nan の初期値は NaN(型 Number型)である。このプロパティの属性は { DontEnum, DontDelete } である。 Infinity Infinity の初期値は +∞ (型 Number型) である。このプロパティの属性は { DontEnum, DontDelete } である。 undefined undefined の初期値は undefined (型 Number型) である。このプロパティの属性は { DontEnum, DontDelete } である。 Global オブジェクトの関数プロパティ eval (x) eval 関数が引数 x で呼出されるとき、次のステップが取られる eval プロパティの値は直接呼出し以外 (つまり、 CallExpression 中の MenberExpression である Identifier としてのその名前の明示的な利用による以外) の任意の方法で用いられるか、または eval プロパティに割り当てられていれば、例外 EvalError を投げてよい。 parseInt (string , radix) parseInt 関数は、 radix の指定にしたがい引数 string の内容を解釈して判定される整数値を生成する。文字列内の先行する空白文字は無視される。 radix が undefined または 0 ならば、それは 10 と仮定される。その数字が文字 0x または 0X で始まる場合は radix は 16 と仮定される。任意の radix-16 数は文字 0x または 0X で始まってもよい。 parseInt 関数が呼出されると、次のステップが取られる NOTE parseInt は、文字列の先行する成分だけを整数値として解釈してよい; それは整数表記の一部として解釈できない任意の文字を無視し、そのような文字が無視されたことのいかなる徴候も与えられない。 radix が 0 または undefined であり、 string の数が数字 0 で始まり x も X も続かないとき、実装は、自由な判断で、数を 8 進数とも 10 進数とも解釈してよい。実装はこの場合、 10 進数として数を解釈することが推奨される。 parseFloat (string) parseFloat 関数は、 10 進数リテラルとして引数 string の内容解析器に書き取られる数値を生成する。 parseFloat 関数が呼出されると、次のステップが取られる NOTE parseFloat 文字列の先行する成分だけを数値として解釈してよい; それは 10 進数表記の一部として解釈できない任意の文字を無視し、そのような文字が無視されたことのいかなる徴候も与えられない。 isNaN (number) 引数に ToNumber を適用し、結果が NaN であれば true, そうでなければ false を返す。 isFinite (number) 引数に ToNumber を適用し、結果が NaN, +∞, -∞ であれば false, そうでなければ true を返す。 URI 処理関数のプロパティ Uniform Resource Identifiers, あるいは URI は、リソース (つまり、ウェブページやファイル)を識別する文字列であり、インターネット上でそれらにアクセスするプロトコル (すなわち HTTP や FTP) を輸送する。 ECMAScript 言語自身は、(decodeURI (encodedURI) decodeURIComponent (encodedURIComponent) encodeURI (uri) encodeURIComponent (uriComponent)) に URI を符号化また復号化する関数を述べるのみで、他の URI を使用するサポートを提供しない。 NOTE ECMAScript 実装の多くは、ウェブページを操作する追加の関数とメソッドを提供する; これらの関数はこの標準の適用範囲上にある。 URI は成分分離子によって分割された成分の並びで構成される。一般的な形式は Scheme First / Second ; Third ? Fourth イタリック体の名前は成分をあらわし、 " ", "/", ";", "?" は分離子として使用される予約文字をあらわす。 encodeURI 関数と decodeURI 関数は、完璧な URI の動作を意図される; URI 中の任意の予約文字は、特殊な意味を持ち、従って符号化されないことが意図されると考える。 encodeURIComponent 関数と decodeURIComponent 関数は、 URI の個別の成分としての動作を意図される; 任意の予約文字はテキストをあらわし、したがって成分が完璧な URI の一部であるとき、予約文字として解析されないように符号化されなければならない、と考える。 次の字句文法は、符号化された URI の形式を規定する。 uri uriCharactersopt uriCharacters uriCharacter uriCharactersopt uriCharacter uriReserved uriUnescaped uriEscaped uriReserved one of ; / ? @ = + $ , uriUnescaped uriAlpha DecimalDigit uriMark uriEscaped % HexDigit HexDigit uriAlpha one of a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z uriMark one of _ . ! ~ * ( ) URI 中に含まれる文字が、上に挙げられていないとき、また予約文字に与えられる特殊な意味を持つと意図されないとき、その文字は符号化されなければならない。文字はまず UTF-8 変換を用いてオクテットのシーケンスに変換される。サロゲートペア (surrogate pairs) はまず UCS-2 から UCS-4 符号化に変換される。 (範囲 [0, 127] のコードポイントについては、これは同じ値の単一のオクテットの結果である。) 結果のオクテットのシーケンスは、 "%xx" 形式のエスケープシーケンスであらわされる各オクテットの文字列に変換される。 符号化とエスケープの処理は、 2 個の文字列引数 string と unescapedSet をとる隠し関数 Encode によって記述される。この関数は解説上の目的でのみ定義される。 アンエスケープと復号化の処理は、 2 個の文字列引数 string と reservedSet をとる隠し関数 Decode によって記述される。この関数は解説上の目的でのみ定義される。 NOTE Uniform Resource Identifiers の構文は、 RFC2396 で与えられる。 NOTE UTF-8 の公式な説明と実装は、 Unicode Standard, Version 2.0, Appendix A で与えられる。 UTF-8 では、 1 個から 6 個のオクテットのシーケンスで符号化される。ある一つの "シーケンス" のオクテットだけが上位ビットを 0 に設定し、残り 7 ビットは文字値の符号化に使用されている。 n 個のオクテットのシーケンスにおいて、 n 1 として、最初のオクテットは n 個の上位ビットを 1 に設定, 続くビットを 0 に設定する。オクテットの残りのビットは、符号化される文字の値からのビットで構成される。続くオクテットの全ては上位ビットを 1 に設定し、続くビットを 0 に設定、それぞれ残り 6 ビット 符号化された文字からのビットで構成される。 ECMAScript 文字の可能な UTF-8 符号は コードポイント値 表現 1st Octet 2nd Octet 3rd Octet 4th Octet 0x0000 - 0x007F 00000000 0zzzzzzz 0zzzzzzz 0x0080 - 0x07FF 00000yyy yyzzzzzz 110yyyyy 10zzzzzz 0x0800 - 0xD7FF xxxxyyyy yyzzzzzz 1110xxxx 10yyyyyy 10zzzzzz 0xD800 - 0xDBFF br(0xDC00 - 0xDFFFが後に続く) 110110vv vvwwwwxx 11110uuu 10uuwwww 10xxyyyy 10zzzzzz 0xD800 - 0xDBFF br(0xDC00 - 0xDFFFが後に続かない) 例外 URIError が発生 0xDC00 - 0xDFFF 例外 URIError 発生 0xE000 - 0xFFFF xxxxyyyy yyzzzzzz 1110xxxx 10yyyyyy 10zzzzzz Where uuuuu = vvvv + 1 to account for the addition of 0x10000 as in 3.7, Surrogates Unicode Standard version 2.0. コードポイント値 0xD800-0xDFFF の範囲がサロゲートペアの符号化に使用される; 上記の変換は UCS-2 のサロゲートペアを UCS-4 表現に結合し、結果の 21 ビット値を UTF-8 に符号化する。復号化は、サロゲートペアを再構築する。 decodeURI (encodedURI) decodeURI 関数は新しいバージョンの URI を算出する。その中で、各エスケープシーケンスと encodeURI 関数により取り入れられる種類の UTF-8 符号は、そのあらわす文字に置換される。 encodeURI により取り入れられることのないエスケープシーケンスは置換されない。 decodeURI 関数が 1 個の引数 encodedURI で呼出されるとき、次のステップが取られる NOTE 文字 "#" は、 URI 予約文字でなくてもエスケープシーケンスから復号されない。 decodeURIComponent (encodedURIComponent) decodeURIComponent 関数は新しいバージョンの URI を算出する。その中で、各エスケープシーケンスと encodeURIComponent 関数により取り入れられる種類の UTF-8 符号は、そのあらわす文字に置換される。 decodeURIComponent 関数が 1 個の引数 encodedURIComponent で呼出されるとき、次のステップが取られる encodeURI (uri) encodeURI 関数は、新しいバージョンの URI を算出する。その中で一定の文字の各インスタンスは、文字の UTF-8 符号をあらわす 1,2,3 個のエスケープシーケンスによって置換される。 encodeURI 関数が 1 個の引数 uri で呼出されるとき、次のステップが取られる NOTE 文字 "#" は、予約文字でも非エスケープ文字でもないが、エスケープシーケンスに符号化されない。 encodeURIComponent (uriComponent) encodeURIComponent 関数は、 URI の新しいバージョンを算出する。その中で、一定の文字のインスタンスは、文字の UTF-8 符号化をあらわす 1,2,3 個のエスケープシーケンスに置換される。 encodeURIComponent が 1 個の引数 uriComponent で呼出されるとき、次のステップが取られる Global オブジェクトのコンストラクタプロパティ Object() Function() Array() String() Boolean() Number() Date() RegExp() Error() EvalError() RangeError() ReferenceError() SyntaxError() TypeError() URIError() Global オブジェクトのその他のプロパティ Math
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集約オブジェクト内の各オブジェクトへのアクセス手段を統一する 普通はSTLコンテナのiteratorを使う 集約オブジェクトの変更があっても、iteratorオブジェクトを介するので取得側コードを変更する必要はない http //www.dofactory.com/Patterns/PatternIterator.aspx を c++ にした Structural example #include iostream #include string using namespace std; // prototypetemplate class T class Iterator;template class T class ConcreteIterator; // The Aggregate abstract classtemplate class T class Aggregate {public virtual ~Aggregate() { } virtual Iterator T * CreateIterator() = 0;}; // The ConcreteAggregate classtemplate class T class ConcreteAggregate public Aggregate T {public // constructor ConcreteAggregate(int size) { _items = new T[size]; _max_size = size; _count = 0; } // destructor virtual ~ConcreteAggregate() { delete [] _items; } // CreateIterator Iterator T * CreateIterator() { return new ConcreteIterator T (this); } // Count int Count() { return _count; } // Get T* Get(int index) { return _items[index]; } // Set void Set(const T value) { if (_count _max_size) { _items[_count++] = value; } }private T *_items; int _max_size; int _count;}; // The Iterator abstract classtemplate class T class Iterator {public virtual ~Iterator() { } virtual T* First() = 0; virtual T* Next() = 0; virtual T* CurrentItem() = 0; virtual bool IsDone() = 0;}; // The ConcreteIterator classtemplate class T class ConcreteIterator public Iterator T {public // constructor ConcreteIterator(ConcreteAggregate T *aggregate) { _aggregate = aggregate; _current = 0; } // First T* First() { return _aggregate- Get(0); } // Next T* Next() { T *ret = NULL; if (_current _aggregate- Count() - 1) { ret = _aggregate- Get(++_current); } return ret; } // CurrentItem T* CurrentItem() { return _aggregate- Get(_current); } // IsDone bool IsDone() { return (_current = _aggregate- Count()); }private ConcreteAggregate T *_aggregate; int _current;}; // clientint main() { ConcreteAggregate string *a = new ConcreteAggregate string (4); a- Set("Item A"); a- Set("Item B"); a- Set("Item C"); a- Set("Item D"); ConcreteIterator string *i = new ConcreteIterator string (a);// Iterator string *i = a- CreateIterator(); // 上と同じ string *item = i- First(); while (item != NULL) { cout *item endl; item = i- Next(); } delete a; delete i; return 0;} Real World example #include iostream #include string using namespace std; // prototypetemplate class T class IAbstractIterator;template class T class Iterator; // A collection itemclass Item {public // constructor Item(const string name) { _name = name; } // Get string GetName() { return _name; }private string _name;}; // The Aggregate interface classtemplate class T class IAbstractCollection {public virtual ~IAbstractCollection() { }; virtual Iterator T * CreateIterator() = 0;}; // The ConcreteAggregate classtemplate class T class Collection public IAbstractCollection T {public // constructor Collection(int size) { _items = new T[size]; _max_size = size; _count = 0; } // destructor virtual ~Collection() { delete [] _items; } // CreateIterator Iterator T * CreateIterator() { return new Iterator T (this); } // Count int Count() { return _count; } // Get T* Get(int index) { return _items[index]; } // Set void Set(const T value) { if (_count _max_size) { _items[_count++] = value; } }private T *_items; int _max_size; int _count;}; // The Iterator interface classtemplate class T class IAbstractIterator {public virtual ~IAbstractIterator() { }; virtual T* First() = 0; virtual T* Next() = 0; virtual T* CurrentItem() = 0; virtual bool IsDone() = 0;}; // The ConcreteIterator classtemplate class T class Iterator public IAbstractIterator T {public // constructor Iterator(Collection T *collection) { _collection = collection; _current = 0; _step = 1; } // First T* First() { _current = 0; return _collection- Get(0); } // Next T* Next() { _current += _step; if (!IsDone()) { return _collection- Get(_current); } else { return NULL; } } // GetStep int GetStep() { return _step; } // SetStep void SetStep(int step) { _step = step; } // CurrentItem T* CurrentItem() { return _collection- Get(_current); } // IsDone bool IsDone() { return (_current = _collection- Count()); }private Collection T *_collection; int _current; int _step;}; // clientint main() { Collection Item* *collection = new Collection Item* (9); collection- Set(new Item("Item 0")); collection- Set(new Item("Item 1")); collection- Set(new Item("Item 2")); collection- Set(new Item("Item 3")); collection- Set(new Item("Item 4")); collection- Set(new Item("Item 5")); collection- Set(new Item("Item 6")); collection- Set(new Item("Item 7")); collection- Set(new Item("Item 8")); // Create iterator Iterator Item* *iterator = new Iterator Item* (collection); // Skip every other item iterator- SetStep(2); for (Item **item = iterator- First(); !iterator- IsDone(); item = iterator- Next()) { cout (*item)- GetName() endl; } delete collection; delete iterator; return 0;} 抽象クラスなし #include iostream #include string using namespace std; // prototypeclass BookIterator; // 集約されるオブジェクトクラスclass Book {public Book(const string name) { m_name = name; } string GetName() { return m_name; }private string m_name;}; // Aggregate 集約クラスclass BookAggregate {public // constructor BookAggregate() { m_plist = NULL; m_list_size = 0; } // destructor ~BookAggregate() { BookList *p, *next; for (p = m_plist; p != NULL; p = next) { delete p- book; next = p- next; delete p; } } // Add void Add(Book *book) { // リスト最後尾へ追加 BookList *p, *p_bfr = NULL; int size = 1; for (p = m_plist; p != NULL; p_bfr = p, p = p- next, ++size); p = new BookList; p- book = book; if (m_plist == NULL) { // 初回は先頭を確保 m_plist = p; } if (p_bfr != NULL) { // 初回以外は前の要素へ今作った要素へのポインタを確保 p_bfr- next = p; } // リストサイズ更新 m_list_size = size; } // Get Book* Get(int index) { BookList *p, *p_bfr = NULL; int i; if (index 0 || index = m_list_size) { return NULL; } for (i = 0, p = m_plist; p != NULL; ++i, p = p- next) { if (i == index) { return p- book; } } return NULL; } // Size int Size() { return m_list_size; } // CreateIterator BookIterator* CreateIterator();private // リスト構造体定義 struct BookList { Book *book; BookList *next; BookList() { book = NULL; next = NULL; } }; // struct BookList BookList *m_plist; // list int m_list_size; // size}; // Iterator 反復子クラスclass BookIterator {public // constructor BookIterator(BookAggregate *aggregate) { m_aggregate = aggregate; m_current = 0; } // First void First() { m_current = 0; } // Next void Next() { ++m_current; } // IsDone bool IsDone() { return (m_current = m_aggregate- Size()); } // CurrentItem Book* CurrentItem() { return m_aggregate- Get(m_current); } // Destroy void Destroy() { delete this; }private BookAggregate *m_aggregate; int m_current;}; // BookAggregate CreateIteratorBookIterator* BookAggregate CreateIterator() { return new BookIterator(this);} // clientint main() { BookAggregate *list = new BookAggregate(); // 登録 list- Add(new Book("book 1")); list- Add(new Book("book 2")); list- Add(new Book("book 3")); // iterator で参照 BookIterator *it = list- CreateIterator(); for (it- First(); !it- IsDone(); it- Next()) { cout it- CurrentItem()- GetName() endl; } // 終了処理 it- Destroy(); delete list; return 0;} 出力 book 1 book 2 book 3 http //www.techscore.com/tech/DesignPattern/Iterator/Iterator1.html/ ここのJavaコードをc++にした。 #include iostream #include string using namespace std; // 生徒クラスclass Student {public Student(const string name, int sex) {m_name = name;m_sex = sex;}string getName() {return m_name;}int getSex() {return m_sex;}private string m_name;int m_sex;}; // 生徒リストclass StudentList {public StudentList(int count) {m_students = new Student*[count];m_last = 0;}~StudentList() {for (int i=0; i getLastNum(); ++i) {delete m_students[i];}delete [] m_students;}void add(Student* student) {m_students[m_last++] = student;}Student* getStudentAt(int index) {return m_students[index];}int getLastNum() {return m_last;}protected Student **m_students;private int m_last;}; // 新しい生徒リスト#include vector class NewStudentList {public virtual ~NewStudentList() {for (int i=0; i m_students.size(); ++i) {delete m_students.at(i);}}void add(Student* student) {m_students.push_back(student);}Student* getStudentAt(int index) {return m_students.at(index);}int getListSize() {// インターフェイスが変わったreturn m_students.size();}protected vector Student* m_students;}; // イテレータclass Iterator {public virtual bool hasNext() = 0;virtual void* next() = 0;}; // アグリゲートclass Aggregate {public virtual Iterator* iterator() = 0;}; // プロトタイプ(前方)宣言// 継承していることを前方宣言で表すことはできない//class MyStudentListIterator; #if 0// イテレータするための生徒リストclass MyStudentList public StudentList, public Aggregate{public MyStudentList(int count) StudentList(count) { }Iterator* iterator();// MyStudentListIterator を使うので、宣言後に。};#else// イテレータするための新しい生徒リストclass MyStudentList public NewStudentList, public Aggregate{public Iterator* iterator();};#endif // イテレータの実装class MyStudentListIterator public Iterator {public MyStudentListIterator(MyStudentList* list) {m_StudentList = list;m_index = 0;}bool hasNext() {#if 0if (m_StudentList- getLastNum() m_index) {return true;} else {return false;}#else// 新しい生徒リストはインターフェイスが変わったif (m_StudentList- getListSize() m_index) {return true;} else {return false;}#endif}void* next() {return (void*)m_StudentList- getStudentAt(m_index++);}private MyStudentList *m_StudentList;int m_index;}; // MyStudentListIterator 宣言後に書くIterator* MyStudentList iterator(){// ポインタ/参照ではないので、前方宣言ではコンパイルエラーreturn new MyStudentListIterator(this);} int main(int argc, char **argv) {// リスト登録#if 0MyStudentList *list = new MyStudentList(2);#else// 新しい生徒リストに変更MyStudentList *list = new MyStudentList;#endiflist- add(new Student("たろう", 1));list- add(new Student("はなこ", 2)); // イテレータを使って表示Iterator* itr = list- iterator();while (itr- hasNext()) {cout ((Student*)itr- next())- getName() endl;}delete list; return 0;} 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 Iterator http //japan.internet.com/developer/20090529/26.html
https://w.atwiki.jp/oblivion1/pages/60.html
原文 Oblivion/新しいHair Meshの作成 This tutorial is intended as an starter aid to those wanting to model Oblivion hair meshes. It does not claim any expertise - I have mostly worked with two existing hair meshes - cropped (style07), and Mohican (ElfMohawk). It relied on key info provided by BetterBodies forum moders (particularly Corwyn). 基本的なhair meshの生成 Blenderによってエクスポートされる既存の20.0.0.4.メッシュを使うことは、可能かもしれません。しかし、それらは重要なデータが不足します: NiStringExtraData - a reference to an insertion point "Bip01 Head" Tangent Space data Vertex coloring data (not supported by the OBJ format, Blender, or fully by Nifskope) NiTexturingProperty - its not clear to me what this is for cause all the switches are off 私は既存のhair meshを使いました。meshの選択は、重要になります(後ほど)。 Create your hair mesh (I used theirs as starters). To create a Bald mesh just dump a small rendered cube inside the original mesh, and delete it (maybe you could get away with no mesh at all). Export as a OBJ file. Load the Bethesda hair NIF into Nifskope and import your OBJ file. Save under a new file name. Your mesh should then be picked up by TES. It will render, but not change color or shape. If you want your hair to change shape, you must provide (renamed) egm and tri files. These contain hair animation data. Naturally the results of the shape change can look like a punks tea party, if they work at all. If you want the hair to change color you must activate vertex coloring; and that s when the trouble starts. It appears that only one mesh/texture can be imported from the OBJ file. Any other meshes in the file will be merged into one. Of cause, this may be a flaw in my OBJ exporter - I don t know. You can put in other items other than hair. However given the restriction on submeshes/extra textures, and the lack of bone support (I found that my particular addon bits did not move with correcly with changes in head geometry) this is an NPC only option (I ve only tried this in the TES, not in the game). It was better in Morrowind - so much for me doing spectacles for my Player. Setup in TES - add the mesh to the hair style list options (Make it playable), and then add the style to the race menu options. Run the game, activate console, type in ShowRaceMenu, select the hair mesh, exit to main chargen "Do you want to be a...?" screen, activate save/load screen, save game, reload game, and use the new haircut. How to color the hair workarounds Hair coloring depends on the use of (up to) 4 (implied) texture maps AND vertex coloring. Vertex coloring is a way of coloring a mesh without a texture by interpolating between vertices. The cropped mesh uses what may be default settings - 255 for each node. The mohawk mesh is a complex folded mesh that uses various color settings - possibly for special effect. Blender dose not support the vertex color array needed. Yes it has a vertex coloring facility, but it don t work here - either cause the OBJ format don t use it, or cause the NIF importer/exporter don t. My tests suggest both. That s why you have to chose the correct Bethesda hair mesh NIF to alter. Import your OBJ into the NIF Activate vertex coloring - its a flag in the trishape block at the end of the NIF. Save your NIF - and get a warning message and a totally corrupt NIF The problem is that the number of nodes in the mesh must equal the number of entries in the original (unchanged) vertex array. You will have to either cut out vertices, or add a dummy mesh large enough to supply the extra vertices - NifSkope and the game don t seem to care where they come from, or that there is more than one mesh in the hair (extra materials could be another matter) Re-save the new NIF. If you cannot save the NIF correctly (warning message by NifSkope about invalid array size), it is cause the NIF has degraded (I presume that there has been info loss somewhere and it has become corrupt). Load in the original Bethesda NIF and reload the OBJ , reset the color flag, and try again. It will then save ok (well it does for me). Having done that your mesh should display in the game ok, if it uses the mohawk (gray.dds) texture. If it uses the cropped texture you could be in big trouble. The cropped (short.dds) texture complex contains gaps and transparencies that can show up in the mesh - badly - what shows up differs between (my editor), TES, and the Game. Increasing mesh density along the X axis (may have) removed the problem from my original mesh (I needed a mesh 50% thinner than my original). Trying to remove the problem from the original was pointless - I even duplicated the mesh, shrank it inside the original - no effect, even when the texture was rotated 180 - so it looks like meshes inside meshes are not rendered. The solution was to use the gray.dds map (repositioned), and apply a 90% transparency - the AlphaProperty transparency flags are already pre set in the NIF (and to more than the mere basic 237 needed), so just alter the alpha value. Its not as good as the correct texturing, but adequate. Try 75% transparency for very dense (rendered) textures. Ambient lighting conditions also have an effect.
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index Combat in Baldur's GateMore Than just Hack and Slash Personal Initiative Round, Speed factors, and Casting times The Attack Roll Critical Hits and Misses Improving the Odds in Combat Dexterity Modifiers for Missile Weapons Missile weapons in combat – Rate of fire Casting SpellsSpell Disruption Saving ThrowsSave vs. Paralyzation, Poison, and Death Magic Save vs. Rod, Staff, or Wand Save vs. Petrification or Polymorph Save vs. Breath Weapon Save vs. Spell Modifying Saving Throws Morale Combat Effects and RecoveryHealing and Hit PointsNatural Healing Magical Healing Raising the Dead Paralysis Poison Combat in Baldur s Gate As discussed above, Baldur’s Gate follows the AD D rule system closely. The main difference lies in the real-time adaptations to the personal initiative rounds. The computer takes care of most of the underlying rules, to allow you to become more immersed in the story and the world of the game. More Than just Hack and Slash As important as fighting is to the AD D game, it isn’t the be-all and end-all of play. It’s just one way for characters to deal with situations. If characters could do nothing but fight, the game would quickly get boring – every encounter would be the same. Because there is more to the game than fighting, we’ll cover much more than simple hack-and-slash combat here. In addition to explaining the basic mechanics of hitting and missing, there are rules for turning undead, special ways to attack and defend, poison, heroic feats, and more. Remember that we follow a modified round based system – as described below. Everyone (characters, NPC’s, monsters) is on their own personal initiative rounds. Any time you want you can pause the game (click on the clock or hit the space bar) and assign commands – then restart the game by unpausing, in the same way. Personal Initiative Round, Speed factors, and Casting times In Baldur’s Gate, to allow for the realtime based combat and movement, each character and monster is on an independent personal initiative round, which is six seconds long. Within the personal initiative round, all of the rules of the AD D game are used, including speed factors for weapons and casting time for spells. For higher level characters who can attack more than once per round with a given weapon, the speed factor of the weapon determines when exactly in the six second round the attacks will occur. Speed factors are numbers between 1 and 10 (indicating 1/10 of a round and 10/10ths of a round respectively for a character that can attack once per round with a weapon). Casting times for priests and wizards are exactly analogous to speed factors of weapons – the casting times are between 1 and 10, and represent how quickly a mage or priest can release a spell (the lower the number, the faster the cast, just as for speed factors). Initiative is determined by a combination of ability, situation, and chance. In Baldur’s Gate initiative is used as a random variation on how quickly characters can initiate their attacks or spells. It adjusts the speed factor of a spell or weapon slightly. Armor Class (AC) is the protective rating of a type of armor. Armor provides protection by reducing the chance that a character is attacked successfully (and suffers damage). Armor does not absorb damage, it prevents it. A fighter in full plate mail may be a slow-moving target, but penetrating his armor to cause any damage is no small task. Armor Class is measured on a scale from 10, the worst (no armor), to less than zero. The lower the number, the better (armor classes less than -10 occur only with very powerful magical armors). Shields and helmets can also improve the AC of a character. Abilities and situations can also affect a character’s Armor Class. High Dexterity gives a bonus to Armor Class, for example. THACO is an acronym for ”To Hit Armor Class 0.” This is the number a character, NPC, or monster needs to attack an Armor Class 0 target successfully. THACO depends on a character’s class and level. The THACO number can be used to calculate the number needed to hit any Armor Class. At the heart of the combat system is the Attack Roll, the die roll that determines whether an attack succeeds or fails. The number a player needs in order to make a successful attack roll is also called the “to hit” number, which is determined by the computer by taking a character’s THACO and adjusting according to the Armor Class of the target. Attack rolls are used for attacks with swords, bows, rocks, and other weapons, as well as blows from fists, and other hand-to-hand attacks. In Baldur’s Gate the ”to hit” roll is done behind the scenes for you – if your character is successful, he hits – if not, he swings and misses. The Attack Roll When an attack is made, the Armor Class of the opponent being attacked is subtracted from the THAC0 of the attacker. The resulting number is the what the attacker must ‘roll’ in order to hit the opponent. This “roll of the die” is done with a d20, or twenty sided die, resulting in a number between 1 and 20. If the attacker rolls the number necessary or higher, then the attack is successful, and damage is done. If the attack is unsuccessful, then the attacker missed completely or was unable to penetrate the opponent’s armor. For example, a 3rd-level fighter fighter has a THAC0 of 18. He is attacking a hobgoblin with an AC of 5. The AC of the hobgoblin is subtracted from the THAC0, giving a “to hit” number of 13. If the fighter rolls a 13 or higher on the twenty-sided die, he hits successfully and does damage. Critical Hits and Misses If a character rolls a ‘natural’ 20 to hit (that is, the attack roll before modifiers are applied is a 20) then a critical hit occurs and damage for that attack will be doubled. A roll of ‘natural’ 1 is considered a critical miss and imposes a time penalty on the character to recover. Regardless of Armor Class, a ‘natural’ 20 always hits, a ‘natural’ 1 always misses. Improving the Odds in Combat In combat, many factors can modify the number a character needs for a successful hit. These variables are reflected in modifiers to the to-hit number or to the attack roll. Strength Modifiers A character’s Strength can modify the die roll, altering both the chance to hit and the damage caused. This modifier is always applied to melees and attacks with hurled missile weapons (a dagger or an axe). Magical items The magical properties of a weapon can also modify combat. Items that impart a bonus to the attack roll or Armor Class are identified by a plus sign. For example, a sword +1 improves a character’s chance to hit by one and inflicts +1 damage if the attack is successful. A suit of chain mail +1 improves the Armor Class of the character by one beyond normal, “non-magical” chain mail (which means you subtract one from the character’s AC, changing an AC of 5 to an AC of 4, for example). Cursed items have a negative modifier (a penalty), resulting in a subtraction from the attack roll or an addition to Armor Class. There is no limit to the number of modifiers that can be applied to a single die roll. Nor is there a limit to the positive or negative number (the total of all modifiers) that can be applied to a die roll. Dexterity Modifiers for Missile Weapons Dexterity affects the character’s ability to attack with a missile weapon. Like Strength modifiers, higher Dexterity will increase the chances to hit, lower Dexterity will lessen the chances of attacking effectively. Dexterity only affects the chances to hit and does not affect the amount of damage inflicted by a missile weapon. Missile weapons in combat – Rate of fire Bows, crossbows, and many other missile weapons have different rates of fire (ROF) – the number of missiles they can shoot in a single round. Arrows can be notched and let loose at a rate of up to two shots per round. Some weapons (such as heavy crossbows) take a long time to load and can be fired only once every round. Darts can be hurled at a rate of several per round. Whatever the ROF, multiple missile shots are handled the same way as other multiple attacks for the purposes of determining initiative. The ROF of each missile weapon is listed in the Weapons Tables on page pg 141. Casting Spells Both wizards and priests use the same rules for casting spells. To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. The caster must be able to speak (not under the effects of a Silence spell or gagged) and have both arms free (not paralyzed, for example). If the spell is targeted on a person, place, or thing, the caster must be able to see the target. It is not enough to cast a Fireball 150 feet ahead into the darkness; the caster must be able to see the point of explosion and the intervening distance. Once the casting has begun, the character must stand still. (If you choose not to have a spell caster cast a spell after you have selected the spell, but before you have selected a target, you can R-click to cancel the spell and it will not be lost from memory.) Spell Disruption If the spellcaster is struck by a weapon or fails to make a saving throw before the spell is cast, the caster’s concentration is disrupted. The spell is lost in a fizzle of useless energy and is wiped clean from the memory of the caster until it can be rememorized. Spellcasters are well advised not to stand at the front of any battle, at least if they want to be able to cast any spells! Saving Throws Saving Throws are measures of a character’s resistance to special types of attacks – poisons, magic, and attacks that affect the whole body or mind of the character. The ability to make successful saving throws improves as the character increases in level. If a saving throw is made this may reduce damage or prevent the effects of a spell or attack entirely. Some spells (e.g. the Protection spells) greatly improve saving throws against different type of attacks. Save vs. Paralyzation, Poison, and Death Magic This is used whenever a character is affected by a paralyzing attack (regardless of source), poison (of any strength), or certain spells and magical items that otherwise kill the character outright (as listed in their descriptions). Save vs. Rod, Staff, or Wand As its name implies, this is used whenever a character is affected by the powers of a rod, staff, or wand, provided another save of higher priority isn’t called for. Save vs. Petrification or Polymorph This is used any time a character is turned to stone (petrified) or polymorphed by a monster, spell, or magical item (other than a wand). Save vs. Breath Weapon A character uses this save when facing monsters with breath weapons, particularly the powerful blast of a dragon. Save vs. Spell This is used whenever a character attempts to resist the effects of a magical attack, either by a spellcaster or from a magical item, provided no other type of saving throw is specified. This save can also be used to resist an attack that defies any other classification. Modifying Saving Throws Saving throws can be modified by magical items, specific rules, and special situations. These modifiers can increase or decrease the chance of a successful saving throw. Magical items like cloaks and rings of protection give bonuses to a character’s saving throw. Magical armor allows a saving throw bonus only when the save is made necessary by something physical, whether normal or magical. Specific spells and magical items have effects, both good and ill, on a character’s saving throws. Some spells force the victim to save with a penalty, which makes even the most innocuous spell quite dangerous. (Specific information can be found in the spell descriptions below.) Morale Each creature has a base morale level that affects whether it fights or runs during a battle. The only character that is unaffected by morale is the first character you create – other characters joining your party have morale dialogue and scripts. Every creature is scripted to react somewhat differently when morale breaks – and often they will break at different levels of morale, or choose different types of attack depending on what the current morale level is (melee if morale is high, ranged attacks if morale is lower, for example). Each creature has a recovery time which indicates how long it takes for that creature’s morale to return to its base level – if someone’s morale fails, it will slowly creep back to the baseline. If someone in your party fails a morale check their selection circle will turn yellow (from green). Morale is positively influenced by having a leader (the topmost character in the portraits) with high Charisma, by the environment that the creature is located in (e.g. kobolds and drow like being underground more than they do wide open spaces outside), by some spells (e.g. Remove Fear), and by the type of enemies that are visible (easy enemies will raise morale). Morale is negatively influenced by factors such as being attacked by powerful magic, by seeing someone in the party killed or knocked unconscious, by losing a lot of hit points, or by spotting a difficult foe. Combat Effects and Recovery Damage, wounds, and death are what can happen to a character when an opponent attacks him successfully. Damage can also occur as a result of poison, fire, falling, acid, and by trying anything even remotely dangerous in the real world. Damage from most attacks is measured in hit points (hp). Each character has a current hit point total and a maximum hit point total. Each time a character is hit, he suffers points of damage. These points are subtracted from the character’s current hit point total. When this reaches 0, the character is dead. If one of your characters suffers massive damage, he or she will be forever dead, beyond hope of resurrection. Healing and Hit Points Once a character is wounded, the player should naturally want to get him healed. Characters can heal either by natural or magical means. Natural healing is slow, but it’s available to all characters, regardless of class. Magical healing may or may not be available, depending on the presence (or absence) of spellcasters or magical devices. The only limit to the amount of damage a character can recover through healing is the maximum hit points the character has. (Note some necromantic spells can improve maximum hit points, but only for a limited period of time.) Natural Healing Characters heal naturally at a rate of several hit points per period (eight hours) of rest. Rest is defined as low activity. If a character rests in a comfortable room in an inn, he or she will recover progressively more hit points the better the room – but of course this costs more. Camping in the wilds will allow for memorization of spells, but will not allow many hit points to be regained. Resting is only possible when there are no enemies within visible range of your party – if there are, you must move away, or make them your friends (Charm, dialogue, etc.) before you can rest. Some creatures may attack your party while resting; if this happens, you will not heal or memorize spells. Magical Healing Healing spells, potions, and magical devices can speed the process of healing considerably. The specifics of such magical healing methods are described in the spell descriptions below. By using these methods, wounds close instantly and vigor is restored. The effects are immediate. Magical healing is particularly useful in the midst of combat or in preparation for a dangerous encounter. Remember, however that the characters’ opponents are just as likely to have access to magical healing as the characters – an evil high priest is likely to carry healing spells to bestow on his own followers and guards. Healing occurs to the maximum hit point total for a given character only, never beyond this. Raising the Dead Curative and healing spells have no effect on a dead character – he can only be returned to life with a Raise Dead or Resurrection spell (or a device that accomplishes one of these effects). A newly raised character will be quite weak (one hit point) and will require additional healing to be effective in combat. Paralysis A character or creature affected by paralysis becomes totally immobile for the duration of the spell’s effect. The victim can breathe, think, see, and hear, but he is unable to speak or move in any manner. Poison A character or creature that is attacked with a poisoned weapon or by a venomous creature must make a saving throw vs poison. Depending on the type of poison, this saving throw will either negate the effects of the poison or lessen them. Poisons are usually deadly within hours, so finding quick treatment is recommended.
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原文:Audio Data Formats 1.0(PDF) USB Device Class Definition for Audio Data Formats Release 1.0 March 18, 1998 11 Offset Field Size Value Description 8 tLowerSamFreq 3 Number Lower bound in Hz of the sampling frequency range for this isochronous data endpoint. 11 tUpperSamFreq 3 Number Upper bound in Hz of the sampling frequency range for this isochronous data endpoint. Table 2-3 Discrete Number of Sampling Frequencies Offset Field Size Value Description 8 tSamFreq [1] 3 Number Sampling frequency 1 in Hz for this isochronous data endpoint. … … … … … 8+(ns-1)*3 tSamFreq [ns] 3 Number Sampling frequency ns in Hz for this isochronous data endpoint. Note In the case of adaptive isochronous data endpoints that support only a discrete number of sampling frequencies, the endpoint must at least tolerate ±1000 PPM inaccuracy on the reported sampling frequencies. 2.2.6 Supported Formats The following paragraphs list all currently supported Type I Audio Data Formats. 2.2.6.1 PCM Format The PCM (Pulse Coded Modulation) format is the most commonly used audio format to represent audio data streams. The audio data is not compressed and uses a signed two’s-complement fixed point format. It is left-justified (the sign bit is the Msb) and data is padded with trailing zeros to fill the remaining unused bits of the subframe. The binary point is located to the right of the sign bit so that all values lie within the range [-1,+1). 2.2.6.2 PCM8 Format The PCM8 format is introduced to be compatible with the legacy 8-bit wave format. Audio data is uncompressed and uses 8 bits per sample (bBitResolution = 8). In this case, data is unsigned fixed-point, left-justified in the audio subframe, Msb first. The range is [0,255]. 2.2.6.3 IEEE_FLOAT Format The IEEE_FLOAT format is based on the ANSI/IEEE-754 floating-point standard. Audio data is represented using the basic single-precision format. The basic single-precision number is 32 bits wide and has an 8-bit exponent and a 24-bit mantissa. Both mantissa and exponent are signed numbers, but neither is represented in two s-complement format. The mantissa is stored in sign magnitude format and the exponent in biased form (also called excess-n form). In biased form, there is a positive integer (called the bias) which is subtracted from the stored number to get the actual number. For example, in an eight-bit exponent, the bias is 127. To represent 0, the number 127 is stored. To represent -100, 27 is stored. An USB Device Class Definition for Audio Data Formats Release 1.0 March 18, 1998 12 exponent of all zeroes and an exponent of all ones are both reserved for special cases, so in an eight-bit field, exponents of -126 to +127 are possible. In the basic floating-point format, the mantissa is assumed to be normalized so that the most significant bit is always one, and therefore is not stored. Only the fractional part is stored. The 32-bit IEEE-754 floating-point word is broken into three fields. The most significant bit stores the sign of the mantissa, the next group of 8 bits stores the exponent in biased form, and the remaining 23 bits store the magnitude of the fractional portion of the mantissa. For further information, refer to the ANSI/IEEE-754 standard. The data is conveyed over USB using 32 bits per sample (bBitResolution = 32; bSubframeSize = 4). 2.2.6.4 ALaw Format and mLaw Format Starting from 12- or 16-bits linear PCM samples, simple compression down to 8-bits per sample (one byte per sample) can be achieved by using logarithmic companding. The compressed audio data uses 8 bits per sample (bBitsPerSample = 8). Data is signed fixed point, left-justified in the subframe, Msb first. The compressed range is [-128,128]. The difference between Alaw and mLaw compression lies in the formulae used to achieve the compression. Refer to the ITU G.711 standard for further details. 2.3 Type II Formats Type II formats are used to transmit non-PCM encoded audio data into bitstreams that consist of a sequence of encoded audio frames. 2.3.1 Encoded Audio Frames An encoded audio frame is a sequence of bits that contains an encoded representation of one or more physical audio channels. The encoding takes place over a fixed number of audio samples. Each encoded audio frame contains enough information to entirely reconstruct the audio samples (albeit not lossless), encoded in the encoded audio frame. No information from adjacent encoded audio frames is needed during decoding. The number of samples used to construct one encoded audio frame depends on the encoding scheme. (For MPEG, the number of samples per encoded audio frame (nf) is 384 for Layer I or 1152 for Layer II. For AC-3, the number of samples is 1536.) In most cases, the encoded audio frame represents multiple physical audio channels. The number of bits per encoded audio frame may be variable. The content of the encoded audio frame is defined according to the implemented encoding scheme. Where applicable, the bit ordering shall be MSB first, relative to existing standards of serial transmission or storage of that encoding scheme. An encoded audio frame represents an interval longer than the USB frame time of 1 ms. This is typical of audio compression algorithms that use psycho-acoustic or vocal tract parametric models. Note It is important to make a clear distinction between an audio frame (see Section 2.2.3, “Audio Frame”) and an encoded audio frame. The overloaded use of the term audio frame could cause confusion. Therefore, this specification will always use the qualifier ‘encoded’ to refer to MPEG or AC-3 encoded audio frames. 2.3.2 Audio Bitstreams An encoded audio bitstream is a concatenation of a potentially very large number of encoded audio frames, ordered according to ascending time. Subsequent encoded audio frames are independent and can be decoded separately. USB Device Class Definition for Audio Data Formats Release 1.0 March 18, 1998 13 2.3.3 USB Packets Encoded audio bitstreams are packetized when transported over an isochronous pipe. Each USB packet contains only part of a single encoded audio frame. Packet sizes are determined according to the shortpacket protocol. The encoded audio frame is broken down into a number of packets, each containing wMaxPacketSize bytes except for the last packet, which may be smaller and contains the remainder of the encoded audio frame. If the MaxPacketsOnly bit D7 in the bmAttributes field of the class-specific endpoint descriptor is set, the last (short) packet must be padded with zero bytes to wMaxPacketSize length. No USB packet may contain bits belonging to different encoded audio frames. If the encoded audio frame length is not a multiple of 8 bits, the last byte in the last packet is padded with zero bits. The decoder must ignore all padded extra bits and bytes. Consecutive encoded audio frames are separated by at least one Transfer Delimiter. A Transfer Delimiter must be sent in all consecutive USB frames until the next encoded audio frame is due. The above rules guarantee that a new encoded audio frame always starts on a USB packet boundary. 2.3.4 Bandwidth Allocation The encoded audio frame time tf equals the number of audio samples per encoded audio frame nf divided by the sampling rate fs of the original audio samples. 数式 The allocated bandwidth for the pipe must accommodate for the largest possible encoded audio frame to be transmitted within an encoded audio frame time. This should take into account the Transfer Delimiter requirement and any differences between the time base of the stream and the USB frame timer. The device may choose to consume more bandwidth than necessary (by increasing the reported wMaxPacketSize) to minimize the time needed to transmit an entire encoded audio frame. This can be used to enable early decoding and therefore minimize system latency. 2.3.5 Timing The timing reference point is the beginning of an encoded audio frame. Therefore, the USB packet that contains the first bits (usually the encoded audio frame sync word) of the encoded audio frame is used as a timing reference in USB space. This USB packet is called the reference packet. The transmission of the reference packet of an encoded audio frame should begin at the target playback time of that frame (minus the endpoint’s reported delay) rounded to the nearest USB frame time. This guarantees that, at the receiving end, the arrival of subsequent reference packets matches the encoded audio frame time tf as closely as possible. 2.3.6 Type II Format Type Descriptor The Type II Format Type descriptor starts with the usual three fields bLength, bDescriptorType and bDescriptorSubtype. The bFormatType field indicates this is a Type II descriptor. The wMaxBitRate field contains the maximum number of bits per second this interface can handle. It is a measure for the buffer size available in the interface. The wSamplesPerFrame field contains the number of non-PCM encoded audio samples contained within a single encoded audio frame The sampling frequency capabilities of the endpoint are reported using the bSamFreqType field andfollowing fields. Table 2-4 Type II Format Type Descriptor Offset Field Size Value Description USB Device Class Definition for Audio Data Formats Release 1.0 March 18, 1998 14 Offset Field Size Value Description 0 bLength 1 Number Size of this descriptor, in bytes 9+(ns*3) 1 bDescriptorType 1 Constant CS_INTERFACE descriptor type. 2 bDescriptorSubtype 1 Constant FORMAT_TYPE descriptor subtype. 3 bFormatType 1 Constant FORMAT_TYPE_II. Constant identifying the Format Type the AudioStreaming interface is using. 4 wMaxBitRate 2 Number Indicates the maximum number of bits per second this interface can handle. Expressed in kbits/s. 6 wSamplesPerFrame 2 Number Indicates the number of PCM audio samples contained in one encoded audio frame. 8 bSamFreqType 1 Number Indicates how the sampling frequency can be programmed 0 Continuous sampling frequency1..255 The number of discrete sampling frequencies supported by the isochronous data endpoint of the AudioStreaming interface (ns) 9... See sampling frequency tables, below. Depending on the value in the bSamFreqType field, the layout of the next part of the descriptor is as shown in the following tables. Table 2-5 Continuous Sampling Frequency Offset Field Size Value Description 9 tLowerSamFreq 3 Number Lower bound in Hz of the sampling frequency range for this isochronous data endpoint. 12 tUpperSamFreq 3 Number Upper bound in Hz of the sampling frequency range for this isochronous data endpoint. Table 2-6 Discrete Number of Sampling Frequencies Offset Field Size Value Description 9 tSamFreq [1] 3 Number Sampling frequency 1 in Hz for this isochronous data endpoint. … … … … … USB Device Class Definition for Audio Data Formats Release 1.0 March 18, 1998 15 Offset Field Size Value Description 9+(ns-1)*3 tSamFreq [ns] 3 Number Sampling frequency ns in Hz for this isochronous data endpoint. Note In the case of adaptive isochronous data endpoints that support only a discrete number of sampling frequencies, the endpoint must at least tolerate ±1000 PPM inaccuracy on the reported sampling frequencies. 2.3.7 Rate feedback If the isochronous data endpoint needs explicit rate feedback (adaptive source, asynchronous sink), the feedback pipe shall report the number of equivalent PCM audio samples. The host will accumulate this data and start transmission of an encoded audio frame whenever the current number of samples exceeds the number of samples per encoded audio frame. The remainder is kept in the accumulator. 2.3.8 Supported Formats The following sections list all currently supported Type II Audio Data Formats. Format-specific descriptors and format-specific requests are explained in more detail. 2.3.8.1 MPEG Format In the current specification, only MPEG decoding aspects are considered. Real-time MPEG encoding peripherals are not (yet) available and consequently are not covered by this specification. 2.3.8.1.1 MPEG Format-Specific Descriptor The wFormatTag field is a duplicate of the wFormatTag field in the class-specific AudioStreaming interface descriptor. The same field is used here to identify the format-specific descriptor. The bmMPEGCapabilities bitmap field describes the capabilities of the MPEG decoder built into the AudioStreaming interface. Some general information must be retrieved from the Format Type-specific descriptor. For instance, the sampling frequencies supported by the decoder are reported through the Format Type-specific descriptor. This includes the ability of the decoder to handle low sampling frequencies (16 kHz, 22.05 kHz and 24 kHz) besides the standard 32 kHz, 44.1 kHz and 48 kHz sampling frequencies. Bits D2..0 of the bmMPEGCapabilities field are used to indicate which layers this decoder is capable of processing. The different layers relate to the different algorithms that are used during encoding and decoding. Bit D3 indicates that the decoder can only process the MPEG-1 base stream. Therefore, only Left and Right channels will be output. Bit D4 indicates that the decoder can handle MPEG-2 streams that contain two independent stereo pairs instead of the normal 3/2 encoding scheme. This bit is only applicable for MPEG-2 decoders. Bit D5 indicates that the decoder supports the MPEG dual channel mode. In this case, the MPEG-1 base stream does not contain Left and Right channels of a stereo pair but instead contains two independent mono channels. One of these channels can be selected through the proper request (Dual Channel Control) and reproduced over the Left and Right output channels simultaneously. Bit D6 indicates that the decoder supports the DVD MPEG-2 augmentation to 7.1 channels instead of the standard 5.1 channels. 1 - 6 - 11 - 16 - 21 - 26 - 31 ここを編集
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Subjects-Entertainment-Puzzles&Games-General? Subjects-Entertainment-Puzzles&Games-RolePlaying&Fantasy-General? Subjects-ScienceFiction&Fantasy-Gaming-General? Baking Boot Camp Five Days at Basic Training at the Culinary Institute of America Howell Book House? Culinary Institute of America? Darra Goldstein? HowellBookHouse? CulinaryInstituteofAmerica? DarraGoldstein? ユーズドブック(洋書)-Cooking,Food&Wine? Subjects-Cooking,Food&Wine-Baking-Bread? Subjects-Cooking,Food&Wine-Baking-Desserts? Subjects-Cooking,Food&Wine-Baking-General? Subjects-Cooking,Food&Wine-Drinks&Beverages-Spirits? Subjects-Cooking,Food&Wine-General? Hawkman 1 (Showcase Presents) Dc Comics Gardner F. Fox? Joe Kubert? DcComics? GardnerF.Fox? JoeKubert? ユーズドブック(洋書)-ScienceFiction&Fantasy? ユーズドブック(洋書)-Comics&GraphicNovels? Subjects-Comics&GraphicNovels-General? Subjects-Comics&GraphicNovels-GraphicNovels-Superheroes? Subjects-Comics&GraphicNovels-Publishers-DCComics? Subjects-ScienceFiction&Fantasy-Fantasy-General? "Queen" Live! Omnibus Press? Greg Brooks? OmnibusPress? GregBrooks? ユーズドブック(洋書)-Entertainment? Subjects-Entertainment-Music-MusicalGenres-Rock? Formula 1 2005-2006 Technical Analysis Giorgio Nada Editore? Giorgio Piola? GiorgioNadaEditore? GiorgioPiola? ユーズドブック(洋書)-Nonfiction? ユーズドブック(洋書)-Sports? Subjects-Nonfiction-Transportation-General? Subjects-Nonfiction-Automotive-General? Subjects-Nonfiction-Automotive-Racing? Subjects-Sports-Miscellaneous-MotorSports? The American Heritage First Dictionary Houghton Mifflin (Juv)? American Heritage Dictionaries? HoughtonMifflin(Juv)? AmericanHeritageDictionaries? ユーズドブック(洋書)-Children sBooks? ユーズドブック(洋書)-Nonfiction? ユーズドブック(洋書)-Reference? Subjects-Children sBooks-Ages4-8-General? Subjects-Children sBooks-Reference&Nonfiction-Dictionaries? Subjects-Nonfiction-Education-Reference-Dictionaries&Thesauri-English(All)? Subjects-Nonfiction-Education-Reference-Dictionaries&Thesauri-General? Subjects-Reference-Dictionaries&Thesauruses-English(All)? Subjects-Reference-Dictionaries&Thesauruses-General? Childhood Cancer Survivors A Practical Guide to Your Future (Childhood Cancer Guides) Patient Centered Guides? Nancy Keene? Wendy Hobbie? Kathy Ruccione? PatientCenteredGuides? NancyKeene? WendyHobbie? KathyRuccione? ユーズドブック(洋書)-Health,Mind&Body? ユーズドブック(洋書)-Medicine? ユーズドブック(洋書)-Professional&Technical? ユーズドブック(洋書)-Science? Subjects-Health,Mind&Body-PersonalHealth-Aging-Cancer-General? Subjects-Health,Mind&Body-Self-Help-General? Subjects-Medicine-BasicScience-Pathophysiology? Subjects-Medicine-Education&Training-General? Subjects-Medicine-InternalMedicine-Oncology-General? Subjects-Professional&Technical-Medical-Medicine-InternalMedicine-Oncology? Shell Global Scenarios to 2025 The Future Business Environmenttrends, Trade-offs And Choices Inst for Intl Economics? Jeroen van der Veer? InstforIntlEconomics? JeroenvanderVeer? ユーズドブック(洋書)-Business&Investing? ユーズドブック(洋書)-Nonfiction? ユーズドブック(洋書)-Professional&Technical? Subjects-Business&Investing-Biographies&Primers-PopularEconomics? Subjects-Business&Investing-Economics-International? Subjects-Business&Investing-General? Subjects-Business&Investing-Industries&Professions-General? Subjects-Business&Investing-Management&Leadership-Planning&Forecasting? Subjects-Nonfiction-Economics-General? Subjects-Nonfiction-Economics-International? Celtic Art The Methods of Construction Dover Pubns? George Bain? DoverPubns? GeorgeBain? ユーズドブック(洋書)-Arts&Photography? ユーズドブック(洋書)-History? ユーズドブック(洋書)-Professional&Technical? Subjects-Arts&Photography-Art-ArtHistory-General? Subjects-Arts&Photography-Art-Instruction&Reference-General? Subjects-Arts&Photography-GraphicDesign-Design-Decorative? Subjects-Arts&Photography-GraphicDesign-Design-General? Subjects-Arts&Photography-Architecture-General? Subjects-History-Europe-Ireland-General? Subjects-Professional&Technical-Architecture-General? The Toyota Way Fieldbook A Practical Guide For Implementing Toyota's 4Ps Mcgraw-Hill? Jeffrey K. Liker? David Meier? Mcgraw-Hill? JeffreyK.Liker? DavidMeier? ユーズドブック(洋書)-Business&Investing? ユーズドブック(洋書)-Nonfiction? ユーズドブック(洋書)-Professional&Technical? Substores-なか見!検索? Subjects-Business&Investing-Biographies&Primers-CompanyHistories? Subjects-Business&Investing-General? Subjects-Business&Investing-Industries&Professions-General? Subjects-Business&Investing-Management&Leadership-Industrial? Subjects-Business&Investing-Management&Leadership-Management? Subjects-Nonfiction-Automotive-Foreign? The Little Ice Age How Climate Made History 1300-1850 Basic Books? Brian M. Fagan? BasicBooks? BrianM.Fagan? ユーズドブック(洋書)-History? ユーズドブック(洋書)-Nonfiction? ユーズドブック(洋書)-Outdoors&Nature ユーズドブック(洋書)-Professional&Technical? ユーズドブック(洋書)-Science? Subjects-History-Europe-General? Subjects-History-World? Subjects-Nonfiction-SocialSciences-Archaeology-General? Subjects-Outdoors&Nature-Environment-Weather? Subjects-Professional&Technical-ProfessionalScience-EarthSciences-Meteorology-General? The Notebooks of Leonardo Da Vinci (Oxford World's Classics) Oxford Univ Pr (T)? da Vinci Leonardo? Irma A. Richter? OxfordUnivPr(T)? daVinciLeonardo? IrmaA.Richter? ユーズドブック(洋書)-Arts&Photography? ユーズドブック(洋書)-Literature&Fiction? Subjects-Arts&Photography-Artists,A-Z-(D-F)-DaVinci,Leonardo? Subjects-Arts&Photography-Artists,A-Z-General? Subjects-Arts&Photography-Art-Painting-General? Subjects-Arts&Photography-Art-ArtHistory-General? Subjects-Arts&Photography-Art-General? Subjects-Literature&Fiction-General-Classics? Subjects-Literature&Fiction-History&Criticism-Movements&Periods-Renaissance? Indian Larry Merrell Holberton? Timothy White Paul Cox Matthew Barney Billy Lane MerrellHolberton? TimothyWhite? PaulCox? MatthewBarney? BillyLane? ユーズドブック(洋書)-Arts&Photography? ユーズドブック(洋書)-Nonfiction? Subjects-Arts&Photography-Photography-Portraits? Subjects-Nonfiction-Transportation-General? Subjects-Nonfiction-Automotive-Motorcycles-General? Subjects-Nonfiction-Automotive-Motorcycles-Pictorial? Situated Learning Legitimate Peripheral Participation (Learning in Doing Social, Cognitive and Computational Perspectives) Cambridge University Press? Jean Lave? Etienne Wenger? CambridgeUniversityPress? JeanLave? EtienneWenger? ユーズドブック(洋書)-Health,Mind&Body? ユーズドブック(洋書)-Nonfiction? ユーズドブック(洋書)-Professional&Technical? ユーズドブック(洋書)-Science? Substores-なか見!検索? Subjects-Health,Mind&Body-Psychology&Counseling-General? Subjects-Health,Mind&Body-Psychology&Counseling-Personality? Subjects-Health,Mind&Body-MentalHealth-General? Subjects-Nonfiction-Education-EducationTheory-EducationalPsychology? Subjects-Nonfiction-Education-General? The Handmade Soap Book (The Handmade Series) New Holland Publishers Ltd? Melinda Coss? NewHollandPublishersLtd? MelindaCoss? ユーズドブック(洋書)-Health,Mind&Body? ユーズドブック(洋書)-Home&Garden? Substores-UnknownASINs-39? Subjects-Health,Mind&Body-Beauty&Fashion? Subjects-Home&Garden-Crafts&Hobbies? Florid Victorian Ornament (Dover Pictorial Archives) Dover Pubns? Karl Klimsch? DoverPubns? KarlKlimsch? ユーズドブック(洋書)-Arts&Photography? Subjects-Arts&Photography-GraphicDesign-ClipArt? Subjects-Arts&Photography-GraphicDesign-Commercial-Illustration? Subjects-Arts&Photography-GraphicDesign-Design-Decorative? Subjects-Arts&Photography-GraphicDesign-Design-General? Subjects-Arts&Photography-GraphicDesign-GraphicArts-UseofOrnament? Everyday Fashions of the Twenties As Pictured in Sears and Other Catalogs (Sears Catalogs) Dover Pubns? Stella Blum? DoverPubns? StellaBlum? ユーズドブック(洋書)-Arts&Photography? ユーズドブック(洋書)-Home&Garden? ユーズドブック(洋書)-Reference? Subjects-Arts&Photography-Photography-General? Subjects-Arts&Photography-Fashion-General? Subjects-Arts&Photography-GraphicDesign-Design-Textile&Costume? Subjects-Home&Garden-Antiques&Collectibles-Textiles&Costume? Subjects-Reference-Publishing&Books-Bibliographies&Indexes-History? Subjects-Reference-Publishing&Books-Bibliographies&Indexes-Art&Photography? Subjects-Reference-Publishing&Books-Bibliographies&Indexes-General? Modern Constructive Bidding Master Point Pr? Marshall Miles? MasterPointPr? MarshallMiles? ユーズドブック(洋書)-Entertainment? Subjects-Entertainment-Puzzles&Games-CardGames-Bridge? Subjects-Entertainment-Puzzles&Games-General? Lord Jim A Tale (Oxford World's Classics) Oxford Univ Pr (T)? Joseph Conrad? Jacques Berthoud? OxfordUnivPr(T)? JosephConrad? JacquesBerthoud? ユーズドブック(洋書)-Literature&Fiction? ユーズドブック(洋書)-Teens? Subjects-Literature&Fiction-Classics-British-Conrad,Joseph? Subjects-Literature&Fiction-Authors,A-Z-(C)-Conrad,Joseph? Subjects-Literature&Fiction-General-Classics? Subjects-Literature&Fiction-General-Contemporary? Subjects-Literature&Fiction-History&Criticism-Criticism&Theory-General? Subjects-Literature&Fiction-WorldLiterature-British-General? Subjects-Teens-Authors,A-Z-(C)-Conrad,Joseph? Star Wars Complete Cross-sections Dk Pub? David West Reynolds? DkPub? DavidWestReynolds? ユーズドブック(洋書)-Children sBooks? Subjects-Children sBooks-Ages9-12-General? Subjects-Children sBooks-Arts&Music-PerformingArts-Film? Subjects-Children sBooks-Literature-PopularCulture? Transfigurations Alex Grey ; With Contributions by Albert Hofmann ... Et Al (English) Inner Traditions? Alex Grey? InnerTraditions? AlexGrey? ユーズドブック(洋書)-Arts&Photography? ユーズドブック(洋書)-Religion&Spirituality? Subjects-Arts&Photography-Artists,A-Z-General? Subjects-Arts&Photography-Art-Painting-General? Subjects-Arts&Photography-Art-ArtHistory-Schools,Periods&Styles-Modern? Subjects-Arts&Photography-Art-Religious? Subjects-Religion&Spirituality-ReligiousArt? Achille Castiglioni Complete Works (Electa Architecture) Electa? Sergio Polano? Electa? SergioPolano? ユーズドブック(洋書)-Arts&Photography? ユーズドブック(洋書)-Biographies&Memoirs? ユーズドブック(洋書)-Professional&Technical? Subjects-Arts&Photography-Architecture-BuildingTypes&Styles-General? Subjects-Arts&Photography-Architecture-General? Subjects-Arts&Photography-Architecture-Architects,A-Z-General? Subjects-Biographies&Memoirs-Arts&Literature-Artists,Architects&Photographers? Subjects-Professional&Technical-Architecture-BuildingTypes&Styles-General? Subjects-Professional&Technical-Architecture-General? Subjects-Professional&Technical-Architecture-Architects,A-Z-General? Michelin Europe (Michelin Tourist and Motoring Atlas Europe) Michelin Travel Pubns? Michelin Travel Publications? MichelinTravelPubns? MichelinTravelPublications? Subjects-Nonfiction-Education-Reference-Atlases&Maps-World? Subjects-Reference-Atlases&Maps-World? Subjects-Travel-Europe-General? Subjects-Travel-GuidebookSeries-Michelin-General? Subjects-Travel-GuidebookSeries-Michelin-Europe? Subjects-Travel-GuidebookSeries-Michelin-Atlases? Subjects-Travel-Atlases&Maps-World? Discours De La Methode Editions Flammarion? Descartes? EditionsFlammarion? Descartes? Substores-UnknownASINs-43? Subjects-Nonfiction-Education-LanguageInstruction? Subjects-Reference-ForeignLanguages? Mastering Copperplate Calligraphy A Step-By-Step Manual Dover Pubns? Eleanor Winters? DoverPubns? EleanorWinters? ユーズドブック(洋書)-Arts&Photography? ユーズドブック(洋書)-Professional&Technical? Subjects-Arts&Photography-Art-Instruction&Reference-Calligraphy? Subjects-Arts&Photography-Art-Instruction&Reference-General? Subjects-Arts&Photography-GraphicDesign-Calligraphy? Subjects-Arts&Photography-Architecture-General? Subjects-Professional&Technical-Architecture-General? The Science of Formula 1 Design Expert Analysis of the Anatomy of the Modern Grand Prix Car Haynes Pubns? David Tremayne? HaynesPubns? DavidTremayne? ユーズドブック(洋書)-Nonfiction? ユーズドブック(洋書)-Sports? Subjects-Nonfiction-Transportation-General? Subjects-Nonfiction-Automotive-General? Subjects-Sports-Miscellaneous-MotorSports? New Moroccan Style The Art of Sensual Living Clarkson Potter? Susan Sully? Jean Cazals? Meryanne Loum-Martin? ClarksonPotter? SusanSully? JeanCazals? MeryanneLoum-Martin? ユーズドブック(洋書)-Arts&Photography? ユーズドブック(洋書)-Home&Garden? ユーズドブック(洋書)-Professional&Technical? Substores-バーゲンコーナー-Arts&Photography? Substores-バーゲンコーナー-Home&Garden? Substores-バーゲンコーナー-Professional&Technical? Subjects-Arts&Photography-Architecture-BuildingTypes&Styles-Residential? Subjects-Arts&Photography-Architecture-General? Subjects-Arts&Photography-Architecture-InteriorDesign-General? Subjects-Home&Garden-How-to&HomeImprovements-Decorating-General? Wavelet Methods for Time Series Analysis (Cambridge Series in Statistical and Probabilistic Mathematics) Cambridge University Press? Donald B. Percival? Andrew T. Walden? CambridgeUniversityPress? DonaldB.Percival? AndrewT.Walden? ユーズドブック(洋書)-Professional&Technical? ユーズドブック(洋書)-Science? Subjects-Professional&Technical-ProfessionalScience-Mathematics-Applied-Statistics? Subjects-Science-General Subjects-Science-Mathematics-Applied-Probability&Statistics? The Sinner Ballantine Books (Mm)? Tess Gerritsen? BallantineBooks(Mm)? TessGerritsen? ユーズドブック(洋書)-Literature&Fiction? ユーズドブック(洋書)-Mystery&Thrillers? Formats-Paperback-Literature&Fiction? Formats-Paperback-Mystery&Thrillers? Substores-PaperbackStore-Literature&Fiction? Substores-PaperbackStore-Mystery&Thrillers? Subjects-Literature&Fiction-General-Contemporary? Subjects-Mystery&Thrillers-General? Subjects-Mystery&Thrillers-Authors,A-Z-(G)-Gerritsen,Tess? Subjects-Mystery&Thrillers-Thrillers-General? 100 Cases in Clinical Medicine Edward Arnold? John Rees? EdwardArnold? JohnRees? ユーズドブック(洋書)-Medicine? ユーズドブック(洋書)-Professional&Technical? ユーズドブック(洋書)-Science? Substores-なか見!検索? Subjects-Medicine-Education&Training-TestPreparation&Review? Subjects-Medicine-Specialties-Family&GeneralPractice? Subjects-Medicine-InternalMedicine-General? Subjects-Professional&Technical-Medical-Medicine-InternalMedicine-General? Subjects-Professional&Technical-Medical-Medicine-InternalMedicine-FamilyPractice? Subjects-Professional&Technical-Medical-Medicine-TestPreparation&Review? Health And Healing The Philosophy Of Integrative Medicine Houghton Mifflin (P)? Andrew Weil? HoughtonMifflin(P)? AndrewWeil? ユーズドブック(洋書)-Health,Mind&Body? ユーズドブック(洋書)-Professional&Technical? Subjects-Health,Mind&Body-AlternativeMedicine-General? Subjects-Health,Mind&Body-General? Subjects-Professional&Technical-Medical-AlternativeMedicine-General? Marlene Dietrich Photographs and Memories Alfred a Knopf? Marlene Dietrich? Filmmuseum Berlin--Deutsche Kinemathek? Jean-Jacques Naudet? Maria Riva? Werner Sudendorf? AlfredaKnopf? MarleneDietrich? FilmmuseumBerlin--DeutscheKinemathek? Jean-JacquesNaudet? MariaRiva? WernerSudendorf? ユーズドブック(洋書)-Arts&Photography? ユーズドブック(洋書)-Biographies&Memoirs? ユーズドブック(洋書)-Entertainment? Subjects-Arts&Photography-PerformingArts? Subjects-Biographies&Memoirs-Arts&Literature-Actors&Actresses? Subjects-Biographies&Memoirs-Arts&Literature-Entertainers? Subjects-Biographies&Memoirs-General? Subjects-Entertainment-Movies-Biographies-Actors&Actresses? Story of the Year Page Avenue Hal Leonard Corp? Story Of The Year? HalLeonardCorp? StoryOfTheYear? ユーズドブック(洋書)-Entertainment? Subjects-Entertainment-Music-Songbooks? Case Closed 12 (Case Closed (Graphic Novels)) Viz Communications? Gosho Aoyama? VizCommunications? GoshoAoyama? ユーズドブック(洋書)-Literature&Fiction? ユーズドブック(洋書)-Mystery&Thrillers? ユーズドブック(洋書)-Teens? ユーズドブック(洋書)-Comics&GraphicNovels? Subjects-Comics&GraphicNovels-Manga-General? Subjects-Comics&GraphicNovels-Manga-ByPublisher-Viz? Subjects-Comics&GraphicNovels-Manga-Mystery? Subjects-Comics&GraphicNovels-General? Subjects-Comics&GraphicNovels-GraphicNovels-Mystery? Subjects-Literature&Fiction-GenreFiction-MovieTie-Ins? Three Seconds of Eternity Schirmer/Mosel Verlag Gmbh? Robert Doisneau? Schirmer/MoselVerlagGmbh? RobertDoisneau? ユーズドブック(洋書)-Arts&Photography? Subjects-Arts&Photography-Photography-Photographers,A-Z-General? Subjects-Arts&Photography-Photography-Photographers,A-Z-Doisneau,Robert? Baby Sign Language Basics Early Communication for Hearing Babies and Toddlers (Hay House Lifestyles) Hay House Inc? Monta Z. Briant? HayHouseInc? MontaZ.Briant? ユーズドブック(洋書)-Nonfiction? ユーズドブック(洋書)-Parenting&Families? ユーズドブック(洋書)-Reference? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-Reference-Words&Language-General? Subjects-Nonfiction-Education-LanguageInstruction-Instruction-SignLanguage? Subjects-Parenting&Families-Parenting-Babies&Toddlers-ChildDevelopment? Subjects-Parenting&Families-Parenting-Babies&Toddlers-General? Subjects-Reference-ForeignLanguages-Instruction-SignLanguage? Subjects-Reference-Words&Language-General? Capitalism A Very Short Introduction (Very Short Introductions) Oxford Univ Pr (T)? James Fulcher? OxfordUnivPr(T)? JamesFulcher? ユーズドブック(洋書)-Business&Investing? ユーズドブック(洋書)-Nonfiction? ユーズドブック(洋書)-Professional&Technical? Substores-なか見!検索? Subjects-Business&Investing-Biographies&Primers-Policy&CurrentEvents? Subjects-Business&Investing-Biographies&Primers-BusinessHistory? Subjects-Business&Investing-Biographies&Primers-PopularEconomics? Subjects-Business&Investing-Economics-FreeEnterprise? Subjects-Business&Investing-General? Subjects-Nonfiction-Politics-General? Lowercase Alphabet School Zone Pub Co? Barbara Gregorich? SchoolZonePubCo? BarbaraGregorich? ユーズドブック(洋書)-Children sBooks? ユーズドブック(洋書)-Nonfiction? Subjects-Children sBooks-Baby-3-BasicConcepts-Alphabet? Subjects-Children sBooks-Baby-3-BasicConcepts-General? Subjects-Nonfiction-ForeignLanguageNonfiction-Spanish? Cam Jansen and the Chocolate Fudge Mystery (Cam Jansen Mysteries, 14) Puffin? David A. Adler? Susanna Natti? Puffin? DavidA.Adler? SusannaNatti? ユーズドブック(洋書)-Children sBooks? Subjects-Children sBooks-Authors&Illustrators,A-Z-(A)-Adler,DavidA.? Subjects-Children sBooks-Ages4-8-General? Subjects-Children sBooks-Ages9-12-Series-Mystery&Detective-CamJansen? Subjects-Children sBooks-Literature-ScienceFiction,Fantasy,Mystery&Horror-Mysteries,Espionage,&Detectives? Phaedo (Oxford World's Classics) Oxford Univ Pr (T)? Plato? David Gallop? OxfordUnivPr(T)? Plato? DavidGallop? Subjects-Literature&Fiction-General-Classics? Subjects-Nonfiction-Philosophy-Ethics&Morality? Subjects-Nonfiction-Philosophy-Greek&Roman? Subjects-Nonfiction-Philosophy-Ancient? Sparrow Phil Hale (Art Book) Idea & Design Works Llc? Phil Hale? Idea&DesignWorksLlc? PhilHale? ユーズドブック(洋書)-Arts&Photography? ユーズドブック(洋書)-Comics&GraphicNovels? Subjects-Arts&Photography-Artists,A-Z-General? Subjects-Arts&Photography-GraphicDesign-Cartooning? Subjects-Arts&Photography-GraphicDesign-Commercial-Illustration? Subjects-Comics&GraphicNovels-GraphicNovels-General? Subjects-Comics&GraphicNovels-Cartooning? Lonely Planet Korean Phrasebook (Lonely Planet Korean Phrasebook) Lonely Planet? Jonathan Hilts-Park? Minkyoung Kim? LonelyPlanet? JonathanHilts-Park? MinkyoungKim? ユーズドブック(洋書)-Nonfiction? ユーズドブック(洋書)-Reference? ユーズドブック(洋書)-Travel? Subjects-Nonfiction-Education-Reference-Dictionaries&Thesauri-ForeignLanguage-Korean? Subjects-Nonfiction-Education-Reference-Dictionaries&Thesauri-ForeignLanguage-Polyglot? Subjects-Nonfiction-Education-LanguageInstruction-Instruction-Korean? Subjects-Nonfiction-Education-LanguageInstruction-Instruction-Phrasebooks-General? Subjects-Reference-Dictionaries&Thesauruses-ForeignLanguage-Korean? Subjects-Reference-Dictionaries&Thesauruses-ForeignLanguage-Polyglot? Subjects-Reference-ForeignLanguages-Instruction-Korean? Radiation Hydrodynamics Cambridge Univ Pr (Txp)? John I. Castor? CambridgeUnivPr(Txp)? JohnI.Castor? ユーズドブック(洋書)-Professional&Technical? ユーズドブック(洋書)-Science? Subjects-Professional&Technical-ProfessionalScience-Astronomy-Astrophysics&SpaceScience? Subjects-Professional&Technical-ProfessionalScience-Physics-General? Subjects-Science-General Subjects-Science-Physics-General? Subjects-Science-Physics-NuclearPhysics-Atomic&NuclearPhysics? Subjects-Science-Physics-Astrophysics? The Volatility Surface A Practitioner's Guide (Wiley Finance) John Wiley & Sons Inc? Jim Gatheral? Nassim Nicholas (FWD) Taleb? JohnWiley&SonsInc? JimGatheral? NassimNicholas(FWD)Taleb? ユーズドブック(洋書)-Business&Investing? ユーズドブック(洋書)-Professional&Technical? Subjects-Business&Investing-Finance-Finance&Investing? Subjects-Business&Investing-General? Subjects-Professional&Technical-Accounting&Finance-Finance-General? Subjects-Professional&Technical-Accounting&Finance-Finance-Finance&Investing? The Forgotten Half Of Change Achieving Greater Creativity Through Changes In Perception Kaplan? Luc de Brabandere? Luc De Brabandere? Kaplan? LucdeBrabandere? LucDeBrabandere? ユーズドブック(洋書)-Business&Investing? ユーズドブック(洋書)-Professional&Technical? Subjects-Business&Investing-General? Subjects-Business&Investing-Management&Leadership-Management? Subjects-Professional&Technical-BusinessManagement-Management&Leadership-Management? Key Words Flash Cards (Key Words Reading Scheme) Ladybird Books Ltd? W. Murray? LadybirdBooksLtd? W.Murray? ユーズドブック(洋書)-Nonfiction? Substores-UnknownASINs-64? Subjects-Nonfiction-Education-Reading? How We Think Dover Pubns? John Dewey? DoverPubns? JohnDewey? ユーズドブック(洋書)-Health,Mind&Body? ユーズドブック(洋書)-Nonfiction? ユーズドブック(洋書)-Professional&Technical? ユーズドブック(洋書)-Science? Subjects-Health,Mind&Body-Psychology&Counseling-ByTopic-Intelligence? Subjects-Nonfiction-Philosophy-Consciousness&Thought? Subjects-Nonfiction-Philosophy-Epistemology? Subjects-Nonfiction-Philosophy-General? Subjects-Nonfiction-Education-EducationTheory-EducationalPsychology? Subjects-Professional&Technical-Education-Theory-EducationalPsychology? Gaining and Sustaining Competitive Advantage Academic Internet Publishers? Jay B. Barney? AcademicInternetPublishers? JayB.Barney? ユーズドブック(洋書)-Business&Investing? ユーズドブック(洋書)-Nonfiction? Subjects-Business&Investing-General? Subjects-Nonfiction-Education-General? Colors Chronicle Books Beth Nelson ChronicleBooks? BethNelson? Substores-なか見!検索? Substores-バーゲンコーナー-General? Formats-Accessories-AddressBooks? Love and Desire Thames & Hudson Ltd? William A. Ewing? Thames&HudsonLtd? WilliamA.Ewing? ユーズドブック(洋書)-Arts&Photography? Substores-UnknownASINs-12? Subjects-Arts&Photography-Photography-Portraits? This Heart of Mine (Avon Romance) Avon Books (Mm)? Susan Elizabeth Phillips? AvonBooks(Mm)? SusanElizabethPhillips? ユーズドブック(洋書)-Romance? Formats-Paperback-Literature&Fiction? Formats-Paperback-Romance? Substores-PaperbackStore-Romance? Subjects-Romance-Authors,A-Z-(P)-Phillips,SusanElizabeth? Subjects-Romance-Contemporary-General? An Introduction to Metaphysics Hackett Pub Co Inc? Henri Bergson? HackettPubCoInc? HenriBergson? ユーズドブック(洋書)-Nonfiction? Subjects-Nonfiction-Philosophy-General? Subjects-Nonfiction-Philosophy-Metaphysics? Billy Joel The Biography Nation Books? Mark Bego? NationBooks? MarkBego? ユーズドブック(洋書)-Biographies&Memoirs? Subjects-Biographies&Memoirs-Arts&Literature-Entertainers? Subjects-Biographies&Memoirs-General? Hippie Drawings Hatje Cantz Pub? Richard Prince? Richard Brautigan? HatjeCantzPub? RichardPrince? RichardBrautigan? ユーズドブック(洋書)-Arts&Photography? Subjects-Arts&Photography-Photography-Photographers,A-Z-General? Subjects-Arts&Photography-Artists,A-Z-General? Subjects-Arts&Photography-Art-Painting-Watercolor? Subjects-Arts&Photography-Art-Museums&Collections-General? Subjects-Arts&Photography-Art-Instruction&Reference-Drawing? Cal 2008-Simon Bisley Heavy Metal Magazine? Wall? HeavyMetalMagazine? Wall? undefined undefined Brothers Karamazov (Bantam Classics) Bantam Classic & Loveswept (Mm)? Fyodor Dostoyevsky? BantamClassic&Loveswept(Mm)? FyodorDostoyevsky? ユーズドブック(洋書)-Literature&Fiction? Formats-Paperback-Literature&Fiction? Substores-PaperbackStore-Literature&Fiction? Subjects-Literature&Fiction-Classics-Russian? Subjects-Literature&Fiction-Authors,A-Z-(D)-Dostoevsky,Fyodor? Subjects-Literature&Fiction-General-Classics? Subjects-Literature&Fiction-WorldLiterature-Russian? The Book of Virtues A Treasury of Great Moral Stories Touchstone Books? William J. Bennett? TouchstoneBooks? WilliamJ.Bennett? ユーズドブック(洋書)-Health,Mind&Body? ユーズドブック(洋書)-Literature&Fiction? ユーズドブック(洋書)-Nonfiction? ユーズドブック(洋書)-Parenting&Families? ユーズドブック(洋書)-Religion&Spirituality? Subjects-Health,Mind&Body-Self-Help-Self-Esteem? Subjects-Literature&Fiction-General? Subjects-Nonfiction-SocialSciences-Sociology-General? Subjects-Parenting&Families-Parenting-Morals&Responsibility? Subjects-Religion&Spirituality-General? The Captain Underpants Extra-Crunchy Book O' Fun Blue Sky Pr? Dav Pilkey? Dav Pilkney? BlueSkyPr? DavPilkey? DavPilkney? ユーズドブック(洋書)-Children sBooks? Formats-Paperback-Literature&Fiction? Formats-Paperback-Nonfiction? Subjects-Children sBooks-Authors&Illustrators,A-Z-(P)-Pilkey,Dav? Subjects-Children sBooks-Ages9-12-General? Subjects-Children sBooks-Ages9-12-Series-Fantasy&Adventure-CaptainUnderpants? Subjects-Children sBooks-Sports&Activities-ActivityBooks-General? Subjects-Children sBooks-Sports&Activities-Games-General? The Third Wave Democratization in the Late Twentieth Century (Julian J. Rothbaum Distinguished Lecture Series, Vol 4) Univ of Oklahoma Pr? Samuel P. Huntington? UnivofOklahomaPr? SamuelP.Huntington? ユーズドブック(洋書)-Nonfiction? Subjects-Nonfiction-Politics-History&Theory? Subjects-Nonfiction-Politics-Ideologies? Subjects-Nonfiction-SocialSciences-PoliticalScience-PoliticalDoctrines-Democracy? Subjects-Nonfiction-Government-Democracy? Dear Mr. Henshaw (Avon Camelot Books) Camelot? Beverly Cleary? Camelot? BeverlyCleary? ユーズドブック(洋書)-Children sBooks? Subjects-Children sBooks-Authors&Illustrators,A-Z-(C)-Cleary,Beverly? Subjects-Children sBooks-Authors&Illustrators,A-Z-(Z)-Zelinsky,PaulO.? Subjects-Children sBooks-Ages9-12-General? Subjects-Children sBooks-Literature-ClassicsbyAge-General? Subjects-Children sBooks-People&Places-FamilyLife-General? Subjects-Children sBooks-Issues-Divorce? Original Encyclopedia of Comic Book Heroes Vol. One Batman (Original Encyclopedia) Dc Comics Michael L. Fleischer? Various? DcComics? MichaelL.Fleischer? Various? ユーズドブック(洋書)-ScienceFiction&Fantasy? ユーズドブック(洋書)-Comics&GraphicNovels? Subjects-Comics&GraphicNovels-Characters-Batman? Subjects-Comics&GraphicNovels-GraphicNovels-Superheroes? Subjects-Comics&GraphicNovels-Publishers-DCComics? Subjects-Nonfiction-Education-Reference-Encyclopedias-ScienceFiction&Fantasy? Subjects-Reference-Encyclopedias-ScienceFiction&Fantasy? Subjects-ScienceFiction&Fantasy-Fantasy-General? Subjects-ScienceFiction&Fantasy-Media-Batman? Prelude a "L'Apres-Midi D'UN Faune" Trois Nocturnes (Dover Miniature Scores) Dover Pubns? Claude Debussy? DoverPubns? ClaudeDebussy? ユーズドブック(洋書)-Entertainment? Subjects-Entertainment-Music-MusicalGenres-Classical-General? Subjects-Entertainment-Music-MusicalGenres-Classical-OrchestralSongbooks? Subjects-Entertainment-Music-MusicalGenres-Classical-Scores-Composers-Debussy? Subjects-Entertainment-Music-MusicalGenres-Classical-Scores-HistoricalPeriod-Modern&20thCentury? Subjects-Entertainment-Music-MusicalGenres-Classical-Scores-Instrumentation-Orchestra? Formats-SheetMusic&Scores-Composers-Debussy? Formats-SheetMusic&Scores-HistoricalPeriod-Modern&20thCentury? Formats-SheetMusic&Scores-Instrumentation-Orchestra? Faberge Eggs Masterpieces from Czarist Russia Hugh Lauter Levin Associates? Susanna Pfeffer? Peter Carl Faberge? Faberzhe (Firm)? HughLauterLevinAssociates? SusannaPfeffer? PeterCarlFaberge? Faberzhe(Firm)? ユーズドブック(洋書)-Arts&Photography? ユーズドブック(洋書)-History? ユーズドブック(洋書)-Home&Garden? Subjects-Arts&Photography-Art-ArtHistory-General? Subjects-Arts&Photography-Art-ArtHistory-Schools,Periods&Styles-FolkArt? Subjects-Arts&Photography-Art-Sculpture-General? Subjects-History-Asia-Russia? Subjects-History-Europe-FormerSovietRepublics&Siberia? Subjects-Home&Garden-Antiques&Collectibles-Jewelry? Subjects-Home&Garden-Antiques&Collectibles-PreciousMetals? Build Your Own Sports Car For As Little As $1,000 Haynes Pub Group? Chris Gibbs? HaynesPubGroup? ChrisGibbs? Subjects-Nonfiction-Transportation-General? Subjects-Nonfiction-Automotive-Customize? Subjects-Nonfiction-Automotive-Repair? Potty Time with Elmo (Little Play-A-Sound) Publications International? PublicationsInternational? ユーズドブック(洋書)-Children sBooks? Subjects-Children sBooks? Substores-Today sDealsinBooks-Children-Ages0-3? The Last Juror Dell Pub Co? John Grisham? DellPubCo? JohnGrisham? ユーズドブック(洋書)-Mystery&Thrillers? Formats-Paperback-Literature&Fiction? Formats-Paperback-Mystery&Thrillers? Substores-PaperbackStore-Mystery&Thrillers? Subjects-Mystery&Thrillers-Authors,A-Z-(G)-Grisham,John-General? Subjects-Mystery&Thrillers-Authors,A-Z-(G)-Grisham,John-Paperback? Subjects-Mystery&Thrillers-Thrillers-General? Subjects-Mystery&Thrillers-Thrillers-Legal? 洋書
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ゴミオの人生設計 127 :名無しさん@HOME:2009/10/30(金) 15 22 46 O ロミオというか… 脊髄反射で「市ね」と返信したゴミオメールを。 ちなみにこいつには過去に浮気された。 件名:この世界の一粒の光へ。 今ごろ○○(私)は傷ついてか細く震えながら、 雲の向こうへ姿を隠しているんだろうね。 僕が過ちを犯してしまったのは、 君という小さな太陽がいない時の、心の傷口を埋めるためだったんだ。 いつか○○の傷が癒えて、優しく柔らかい光で僕の心の傷跡を乾かしてくれる日がくるのを待っているよ。 ○○、愛してる。結婚しよう。 ○○は優秀だから、大学院を卒業したら、大企業に就職するだろう? だから僕は家庭に入って主夫になるよ。 128 :名無しさん@HOME:2009/10/30(金) 15 43 53 0 127 つっこみ所満載ww 受け取っただけでHP削られるww 129 :名無しさん@HOME:2009/10/30(金) 16 11 37 0 光を一粒って表現するかなあ この世界の一粒の米へかと思った 131 :名無しさん@HOME:2009/10/30(金) 16 25 06 0 >○○は優秀だから、大学院を卒業したら、大企業に就職するだろう? >だから僕は家庭に入って主夫になるよ。 wwww ニート宣言ワラタ 次のお話→いとうしい(132)
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CaptivAte~誓い~(激) 曲名 アーティスト フォルダ 難易度 BPM NOTES/FA(SA) その他 CaptivAte~誓い~ DJ YOSHITAKA feat.A/I SN2 激13 160 419 / 16 STREAM VOLTAGE AIR FREEZE CHAOS 83 66 30 31 65 楽譜面(5) / 踊譜面(8) / 激譜面(13) / 鬼譜面(-) 属性 左右振り、渡り、リズム難、ラス殺し 譜面 http //eba502.web.fc2.com/fumen/ddr/sn2/captiv_c_8m.html 譜面動画 https //www.youtube.com/watch?v=3VbZMzKKfQw&ab_channel=yuisin%5BMusicGame%5D (x2.0, NOTE, Clap) http //www.nicovideo.jp/watch/sm12225940 http //www.nicovideo.jp/watch/sm12225940 (x1.5, NOTE, Clap, 1 35~) プレイ動画 https //www.youtube.com/watch?v=PsC8xZl-9pc (x2.0, NOTE) https //www.youtube.com/watch?v=6iN2dnr16yU (x3.0, NOTE) 解説 ラストは忙しいが、メロディーがそのまんま譜面になっているので、うまく曲に乗れるといい -- 名無しさん (2010-03-21 01 20 09) 寺ゴールドからの移植曲で、編曲カットされている。ラス殺し譜面ではあるが、開幕からかなり渡らせてくるので要注意。ラス殺しは16分2連のどこが始動かと押さえると崩れ難く(特に同足始動時は意識)、正面を向いて踏める配置なのでリズム勝負 -- 名無しさん (2015-01-02 20 55 53) 名前 コメント コメント(私的なことや感想はこちら) 1:28までは余裕だけど、ラストが難解 -- 名無しさん (2009-11-29 23 50 31) 電池で余裕と思ったら後半で一気にやられたw -- 名無しさん (2013-06-18 11 58 00) 名前 コメント
https://w.atwiki.jp/comodopf/pages/27.html
RC1 公式フォーラムより転載。 on November 07, 2007, 03 10 16 PM »Hi Guys,I would like to announce the availability of COMODO Firewall Pro 3.0.11.246 RC1.What's New ?------------------ This release is mostly about the fixes for the small bugs reported by our beta testers.- Some stability issues are resolvedKnown Issues------------------- In some PC configurations, Defense+ may report partial functionality error- DoS detection is not active yet- Predefined rulesets(Firewall and Defense+) are not final yetFor 32 Bit Operating Systems(XP or later)http //download.comodo.com/cfp/download/setups/rc/CFP_Setup_3.0.11.246_XP_Vista_x32_RC1.exeFor 64 Bit Operating Systems(except IA64)http //download.comodo.com/cfp/download/setups/rc/CFP_Setup_3.0.11.246_XP_Vista_x64_RC1.exeThank you,EgemenRead Below * If you want to submit a feedback Post in CFP 3.0.11.246 RC1 General Feedback/Impressions (Not for Bug Reports) (link) * If you have some issues/difficulties using V3 Post in CFP 3.0.11.246 RC1- Questions about how it works (link) * If you want to submit a 32bit bugreport please post in CFP 3.0.11.246 RC1 32 Bit Bugreports (link) * If you want to submit a 64bit bugreport please post in CFP 3.0.11.246 RC1 64 Bit Bugreports (link) http //forums.comodo.com/comodo_firewall/comodo_firewall_3_windows_vista_and_x64_compatibility_current_release_date-t6927.0.html
https://w.atwiki.jp/anime_wiki/pages/24561.html
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