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【Tags 1 Dongaringo-P Kurage-P Luka Miku tO t1】 Original Music title 1imb0 Romaji music title 1imb0 Music Lyrics written, Voice edited by Kinra / ドンガリンゴP (Dongaringo-P) Music arranged by Kinra / ドンガリンゴP (Dongaringo-P) Guitar by くらげP (Kurage-P) Singer(s) 巡音ルカ (Megurine Luka), 初音ミク (Hatsune Miku) Click here for the original Japanese Lyrics English Lyrics (translated by vgboy / vgperson): Love, riot, categorize. Shiver, slay, revolving in a husk. Birth, death, one after another. In our half-destroyed paradise, peace reigns again. At the end of the production line, into God's realm, (we fall.) Rage, lust, rationalize. Stray, rot, it's a silicon cycle. Construct, break, without end. A half-constructed paradigm, which we return to the start. Outside the husk is the dreamt-of promised land. It is a world with light. If we bathe in it, we die, but. Why was it not given to us? is this deemed life? Ash to salt, dust to roads, built anew, nothing wasted. Pile upon death, it becomes life, naturally possessed with spirit. Herded by a myth, we make it into food by our own hand, but. The holy things, the pure things. Where are they in this husk? Ahh, so this place too is... planned to be left out of heaven and hell. And still, we pray. And only when every prayer failed did we begin to live. We have fed on myths that grew from the primal lie. We have made enough mistakes trying to reach heaven, but all we grasp is tears evaporated from the earth. And yet none would desert this pile of deads. For it is where we stand. It is where we live. It is where we rehearse for the stage that never comes. And we rejoice. Rise, change, demystify. Take, break, a barrage of zeros and ones. Pulled, pushed, in succession. And for whose sake is this half-faded paralysis? I want to loose my shackles and be free. Tired of waiting for the time of release. My body destroyed, do I wish for such a thing? the punishment dubbed mercy? Live, embrace, call, cry, part, rust, dirty, riot, yearn, destroy, slow, drown, fear, burst, crush, break Born, approved, checked, rebuilt, addressed, compressed, encrypted, initialized Sealed, admonished, praised, instructed, admired, shamed, degraded, scorned, pitied Banned, reproduced, classified, hidden, optimized, replayed, renamed, deleted Ahh, we've been shut out, to a... place out of heaven and hell. Electricity, dreams, heat, hopes, tears of steam, desire, divison, truth, the critical point, With love's radiation decay and evil's diffraction formula, the story's limit reaches apocalypse Ahh, one day your light will come, come to kill us all. And He said, "Let there be light." And then there were none. Romaji lyrics (transliterated by vgboy / vgperson): Love, riot, categorize. Shiver, slay kara no naka de senkai. Umare shinase aitsugu Kuzure-kake no paradaisu wa kyou mo heiwa da Seisan rain no hate kami no kuni e (ochiru) Rage, lust, rationalize. Stray, rot keiso junkan sa. Kumare kudake taenaku Tsukuri-kake no paradaimu o furidashi ni modosu Kara no soto wa yume miru yakusoku no chi Hikari ga aru sekai sa Abireba shinu kedo Doushite bokura ni ataete kurenai no? konna no ga sei nano? Hai wa shio ni chiri wa michi ni tsukurinaoshi rouhi wa nashi Shi mo tsumoreba inochi to naru tamashii nado onozu to tsuku Bokura ga oikonda shinwa bokura no te de kate ni shitara Sei naru mono muku naru mono kara no naka no doko ni aru no? Aa kono basho mo ka planned to be left out of heaven and hell And still, we pray. And only when every prayer failed did we begin to live. We have fed on myths that grew from the primal lie. We have made enough mistakes trying to reach heaven, but all we grasp is tears evaporated from the earth. And yet none would desert this pile of deads. For it is where we stand. It is where we live. It is where we rehearse for the stage that never comes. And we rejoice. Rise, change, demystify. Take, break zero to ichi o renda Hikare osare zokuzoku Usure-kake no pararaishisu wa dare no tame nano? Kase o toki jiyuu ni naritai Houtareru toki o machiagumu Mi mo kudakeru nozomu no wa konna mono ka? jihi to iu na no batsu ka? Umare dakare yobare nakare hanare sutare yogore midare kogare yabure osore obore osore abare tsubure koware Umidasare kentei-sare chousei-sare tsukurinasare uwagaki-sare asshuku-sare angouka-sare shokika-sare Kinjirare imashimerare tataerare tsutaware utaware hazukashimerare otoshimerare sagesumare itsukushimare Kinsei-sare fukusei-sare bunrui-sare inpei-sare saitekika-sare saisei-sare kaimei-sare sakujo-sare Aa hedaterareta place out of heaven and hell Denki to yume to netsu to kibou to namida no joukiatsu to yokubou no gensuu bunretsu to shin no rinkai Ten-ai no housha kaihen to aku no kaisetsu kansuu kara monogatari no kyokugen wa mokushi ni kodama suru Aa itsuka kimi wa minagoroshi ni kuru darou And He said, "Let there be light." And then there were none [Kinra, Dongaringo-P, DongaringoP, Kurage-P, KurageP]
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Market Analysis The global Smart Commute Market Growth is predicted to touch USD 104.22 billion and at a whopping 25.52% CAGR between 2020- 2027, states the recent Market Research Future (MRFR) analysis. Smart commute, simply put, is traveling from a particular place to another regularly through metro, bicycle pooling, bike pooling, vanpooling, and others. Traffic management, parking management, smart ticketing, mobile app, and others are different solutions. These services provide eco-friendly traveling experience to people and make an active alternative to transportation for enterprise employees that can pick from effective commute option, which along with reducing the congestion, also helps in lowering the transportation cost. Various factors are propelling the global smart commute app market share. According to the recent MRFR report, such factors include high demographic rates, growing urban population, the use of smart and connected technologies in transportation infrastructure, growing demand for transportation as a service, decline in ownership of vehicles with shared mobility. Additional factors adding market growth include several upcoming railway projects, growing urbanization and industrialization, demand for public transport and smart transportation solutions as well as related components, services, and software, advances in technology like the implementation of electronic payment systems, traveler information systems, and automatic vehicle location systems, and benefits such as an increase in traveler convenience, reduce traffic congestion, lower emission levels, and improve fuel economy. On the contrary, high component cost, concerns about security and management data storage, the slow growth rate of GDP, susceptibility to cyberattacks, and the on-going COVID-19 impact are factors that may impede the global smart commute application market growth over the forecast period. Get a Free Sample @ https //www.marketresearchfuture.com/sample_request/6975 Market Segmentation The MRFR report highlights an inclusive segmental analysis of the global smart commute market based on solution and type. Based on type, the global smart commute market is segmented into metro, bicycle pooling, bike pooling, vanpooling, carpooling, and others. Based on the solution, the global smart commute market is segmented into traffic management, parking management, smart ticketing, mobile app, and others. Regional Analysis Based on the region, the global smart commute market report covers the recent trends and growth opportunities across the Asia Pacific (APAC), North America, Europe, the Rest of the World (RoW). Of these, the APAC region is predicted to have the lions share over the forecast period. Strict government norms and regulations related to greenhouse gas emissions, adoption of car sharing services, and the upcoming availability of zero-emission car sharing services are adding to the global smart commute market growth in the region. The global smart commute market in Europe is predicted to have healthy growth over the forecast period. Improved socio-economic conditions in France, the UK, and Germany are adding to the global smart commute market growth in the region. The global smart commute market in North America is predicted to have sound growth over the forecast period. Favorable incentives introduced by the government for promoting carpooling services are adding to the global smart commute market growth in the region. The global smart commute market in the RoW is predicted to have steady growth over the forecast period. Key Players Leading contenders profiled in the global smart commute market report include Carma Technology Corporation (Europe), Turo (US), BlaBlaCar (France), CommuteSMART (US), Oakland Smart Commute (California), Central Indiana Regional Transportation Authority (CIRTA) (US), ZipGo Technologies Pvt. Ltd (India), Metrolinx (Canada), ANI Technologies Pvt. Ltd.(India), Uber Technologies Inc. (India), Quick Ride (India), ePoolers Technologies Pvt. Ltd. (India), and South Florida Commuter Services (US). Industry players have incorporated several strategies such as mergers, new product launches, strategic alliances, geographic expansions, extensive R D activities, new product development, and others to stay at the forefront. Brows Full Report @ https //www.marketresearchfuture.com/reports/smart-commute-market-6975 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 Market Structure 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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http //bakery.cakephp.org/articles/skler/2011/08/05/cakephp_2_0_0_beta_smarty_3 ?php class SmartyView extends View { function __construct ( $controller) { parent __construct($controller); if (is_object($controller)) { $count = count($this- __passedVars); for ($j = 0; $j $count; $j++) { $var = $this- __passedVars[$j]; $this- {$var} = $controller- {$var}; } } if(!App import( Vendor , Smarty , array( file = smarty .DS. Smarty.class.php ))) die( error Loading Smarty Class ); $this- Smarty = new Smarty(); $this- subDir = smarty .DS; $this- ext= .tpl ; //$this- Smarty- plugins_dir[] = VENDORS.DS. smarty .DS. plugins ; $this- Smarty- compile_dir = TMP. smarty .DS. compile .DS; $this- Smarty- cache_dir = TMP. smarty .DS. cache .DS; $this- Smarty- error_reporting = E_ALL ~E_NOTICE ; $this- Smarty- debugging = true; $this- Smarty- compile_check = true; $this- viewVars[ params ] = $this- params; $this- Helpers = new HelperCollection($this); } protected function _render($___viewFn, $___dataForView = array()) { $trace = debug_backtrace(); $caller = array_shift($trace); if ($caller === "element") parent _render($___viewFn, $___dataForView); if (empty($___dataForView)) { $___dataForView = $this- viewVars; } extract($___dataForView, EXTR_SKIP); foreach($___dataForView as $data = $value) { if(!is_object($data)) { $this- Smarty- assign($data, $value); } } $this- Smarty- assign( View , new View(null)); ob_start(); $this- Smarty- display($___viewFn); return ob_get_clean(); } public function loadHelpers() { $helpers = HelperCollection normalizeObjectArray($this- helpers); foreach ($helpers as $name = $properties) { list($plugin, $class) = pluginSplit($properties[ class ]); $this- {$class} = $this- Helpers- load($properties[ class ], $properties[ settings ]); $this- Smarty- assign($name, $this- {$class}); } $this- _helpersLoaded = true; } } ?
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OpenSourceに戻る 対象バージョン 5.6.0 インストール http //activemq.apache.org/download.html からバイナリをダウンロード 展開 ファイル、ディレクトリともに権限をactivemq activemqに修正 drwxr-xr-x 5 activemq activemq 4096 7月 1 18 32 data drwxr-xr-x 8 activemq activemq 4096 7月 1 18 32 example drwxr-xr-x 10 root admin 4096 7月 1 17 36 .. drwxr-xr-x 5 activemq activemq 4096 7月 1 14 04 bin drwxrwxr-x 5 activemq activemq 4096 7月 1 13 52 tmp drwxr-xr-x 10 activemq activemq 4096 7月 1 13 52 . drwxr-xr-x 2 activemq activemq 4096 6月 30 22 39 conf drwxr-xr-x 2 activemq activemq 4096 6月 30 22 39 docs drwxr-xr-x 4 activemq activemq 4096 6月 30 22 39 lib drwxr-xr-x 6 activemq activemq 4096 6月 30 22 39 webapps -rw-r--r-- 1 activemq activemq 40581 5月 2 21 07 LICENSE -rw-r--r-- 1 activemq activemq 3335 5月 2 21 07 NOTICE -rw-r--r-- 1 activemq activemq 2613 5月 2 21 07 README.txt -rw-r--r-- 1 activemq activemq 2038 5月 2 21 07 WebConsole-README.txt -rw-r--r-- 1 activemq activemq 2812 5月 2 21 07 user-guide.html -rwxr-xr-x 1 activemq activemq 4984024 5月 2 20 18 activemq-all-5.6.0.jar bin/activemqの以下を修正 if [ -z "$ACTIVEMQ_USER" ] ; then ACTIVEMQ_USER="activemq" # ACTIVEMQ_USER="" fi #JAVA_HOME="" JAVA_HOME=[[Java]]インストールディレクトリ 起動 sudo bin/activemq start で起動。ActiveMQのホームページには、bin/activemqで起動と書いてあったが、Usageを表示してサーバが起動しない。 ps -ef | grep activemqで起動を確認 activemq 12032 1 0 Jul01 ? 00 00 35 /usr/java/jdk1.6.0_21/bin/java -Dorg.apache.activemq.audit=true -Dcom.sun.management.jmxremote -Dcom.sun.management.jmxremote -Djava.io.tmpdir=/opt/apache-activemq-5.6.0/tmp -Dactivemq.classpath=/opt/apache-activemq-5.6.0/conf; -Dactivemq.home=/opt/apache-activemq-5.6.0 -Dactivemq.base=/opt/apache-activemq-5.6.0 -Dactivemq.conf=/opt/apache-activemq-5.6.0/conf -Dactivemq.data=/opt/apache-activemq-5.6.0/data -jar /opt/apache-activemq-5.6.0/bin/run.jar start netstat -an | grep 61616で、ポート確認 tcp 0 0 61616 * LISTEN http //ホスト 8161/adminで管理画面表示 exampleのproducerを実行 cd example ant producer 管理画面のqueueをクリック。キューに2000件のメッセージが登録されている。 TEST.FOOをクリックするとキューの詳細を表示 exampleのconsumerを実行。キューが0件になる。 ant consumer サンプルプログラム ActiveMQと異なるホストからJNDIでConnectionFactoryを取得してキューに送信。 package test; import java.util.Date; import javax.jms.Connection; import javax.jms.ConnectionFactory; import javax.jms.DeliveryMode; import javax.jms.Destination; import javax.jms.JMSException; import javax.jms.MessageProducer; import javax.jms.Session; import javax.jms.TextMessage; import javax.naming.Context; import javax.naming.NamingException; public class ActiveMQTest { public static void main(String[] args) { ActiveMQTest test = new ActiveMQTest(); try { test.execute(); } catch (Exception e) { e.printStackTrace(); } } private int messageSize = 255; public void execute() throws NamingException, JMSException { Connection connection = null; try { Context jndiContext = new javax.naming.InitialContext(); ConnectionFactory connectionFactory = (ConnectionFactory)jndiContext.lookup("queueConnectionFactory"); connection = connectionFactory.createConnection(); connection.start(); Session session = connection.createSession(false, Session.AUTO_ACKNOWLEDGE); Destination destination = session.createQueue("TEST.FOO"); MessageProducer producer = session.createProducer(destination); producer.setDeliveryMode(DeliveryMode.NON_PERSISTENT); sendLoop(session, producer); } finally { try { if( connection != null) { connection.close(); } } catch (Throwable ignore) { } } } private void sendLoop(Session session, MessageProducer producer) throws JMSException { for (int i = 0; i 100; i++) { TextMessage message = session .createTextMessage(createMessageText(i)); String msg = message.getText(); if (msg.length() 50) { msg = msg.substring(0, 50) + "..."; } System.out.println("Sending message '" + msg + "'"); producer.send(message); } } private String createMessageText(int index) { StringBuffer buffer = new StringBuffer(messageSize); buffer.append("Message " + index + " sent at " + new Date()); if (buffer.length() messageSize) { return buffer.substring(0, messageSize); } for (int i = buffer.length(); i messageSize; i++) { buffer.append(' '); } return buffer.toString(); } } jndi.propertiesを作成しておく。 # START SNIPPET jndi java.naming.factory.initial = org.apache.activemq.jndi.ActiveMQInitialContextFactory # use the following property to configure the default connector java.naming.provider.url = tcp //ホスト 61616 # use the following property to specify the JNDI name the connection factory # should appear as. connectionFactoryNames = connectionFactory, queueConnectionFactory, topicConnectionFactry # register some queues in JNDI using the form # queue.[jndiName] = [physicalName] queue.MyQueue = example.MyQueue # register some topics in JNDI using the form # topic.[jndiName] = [physicalName] topic.MyTopic = example.MyTopic # END SNIPPET jndi クラスパスに、activemq-all-5.6.0.jar、spring-core-3.0.6.RELEASE.jar(これは本当に必要?)を設定しておく。 キューから受信 private void receiveQueueTest() throws NamingException, JMSException { Connection connection = null; Context jndiContext = new javax.naming.InitialContext(); ConnectionFactory connectionFactory = (ConnectionFactory) jndiContext .lookup("queueConnectionFactory"); connection = connectionFactory.createConnection(); connection.start(); Session session = connection.createSession(false, Session.AUTO_ACKNOWLEDGE); Destination destination = session.createQueue("TEST.FOO"); MessageConsumer consumer = session.createConsumer(destination); consumer.setMessageListener(this); } public void onMessage(Message message) { TextMessage msg = (TextMessage) message; try { System.out.println( msg.getText()); } catch (JMSException e) { e.printStackTrace(); } } たまっていたキューを全て受信。consumer.receive()とすると1件だけ受信。 Request-Respopnseの実現 http //codedependents.com/2010/03/04/synchronous-request-response-with-activemq-and-spring/ より JMS上でリクエストーレスポンスを実現する最も良い方法は、一時キューとクライアント毎のconsumerをスタートアップ時に作成することです。一時キュー向けのすべてのメッセージにJMSReplyToプロパティをセットし、リクエストメッセージとレスポンスメッセージを関連付けるIDを使うことである。これでconsumer, producerを毎回作成するオーバヘッドを防ぐことができる。また希望するなら多くのスレッド間で、producer, consumerを共有することができる。 Tomcatとの連携
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Market Scenario The global Smart Contracts For Healthcare Market is likely to grow at a healthy 48.2% CAGR in the forecast period 2020- 2027, according to the latest Market Research Future (MRFR) analysis. Though smart contracts possess the potential of benefitting any sector, it is extremely helpful in the healthcare industry. Managing patients’ data, records, and health information has become a huge task for most practitioners. Besides, there has been an increase in fraud cases owing to the vulnerability of the outdated systems that are currently in use. These issues cannot be solved alone by practitioners. It is here where smart contracts acts as a savior. The three ways in which smart contracts are used in the healthcare industry include health insurance, health records, and telemedicine. Various factors are fuelling the global smart contracts in healthcare market share. As per the recent MRFR market estimates, such factors include the increase in data breaching cases in the healthcare industry, improved visibility offered by distributed ledger technology, increase in threat of forged medicines in the pharmaceutical industry, increasing popularity of Blockchain technology, growing awareness of its different benefits such as transparency and accuracy, secure, time-saving, and cost-effective, supportive government initiatives, and increasing use for scalable and secure COVID-19 diagnostics and data management. On the contrary, lack of systems integration capabilities and lack of technical expertise associated with smart contracts in healthcare may limit the global smart contracts in healthcare market growth in the forecast period. COVID-19 Analysis The COVID-19 pandemic has proven to be a valid testing ground for all digital technologies as blockchain aims to provide an additional moat of security to healthcare organizations. Smart contracts can be used in providing solutions for COVID-19 testing and data management. The ability to attain the right data from state agencies, insurance companies, and health clinics to get insurance and provide the right equipment to patients in time constraints can be achieved rapidly. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/8074 Competitive Outlook The notable players profiled in the global smart contracts in healthcare market report include Medicalchain (UK), Guardtime (Netherlands), Microsoft Corporation (US), Blockpharma (France), FarmaTrust (UK), iSolve (US), smartData Enterprises (India), Chronicled (US), Hashed Health (US), PokitDok, Inc (US), Gem (US), SimplyVital Health (US), Proof.Work (UK), Factom (US), Patientory (US), and IBM Corporation (US), among others. Segmentation The MRFR report throws light on an inclusive segmental analysis of the global smart contracts in healthcare market based on end user, blockchain platform, and application. By blockchain platform, the global smart contracts in healthcare market is segmented into ethereum, NXT, sidechains, and bitcoin. Of these, the ethereum segment will lead the market over the forecast period. By application, the global smart contracts in healthcare market is segmented into claims adjudication billing management, supply chain management, clinical data exchange interoperability, electronic health records, patient data management, and others. Of these, the supply chain management segment will dominate the market over the forecast period for the rise in cases of forged medicines. By end user, the global smart contracts in healthcare market is segmented into healthcare payers, healthcare providers, pharmaceutical companies, and others. Of these, the pharmaceutical companies will spearhead the market over the forecast period. Regional Analysis By region, the global smart contracts in healthcare market covers the recent trends and growth opportunity across Europe, the Asia Pacific (APAC), South America, North America, and the Middle East and Africa (MEA). Of these, North America will sway the market over the forecast period. Increased investment by tier 1 companies, research and academic institutions contributing significantly to develop smart contract solutions, increased backing by the trade bodies and government, the robust marketing activities by contenders, the presence of leading players that are investing capital and fortifying their assets along with their competencies, and increase in focus in R D activities are adding to the global smart contracts in healthcare market growth in the region. In Europe, the global smart contracts in healthcare market is predicted to hold the second-largest share over the forecast period for the increase in healthcare expenditure in Western Europe’s developed economies. In the APAC region, the global smart contracts in healthcare market is predicted to have promising growth in the forecast period for the rising government initiatives to promote the perks of smart contracts in the healthcare market. In Rest of the World, the global smart contracts in healthcare market is predicted to have steady growth over the forecast period. Access Report Details @ https //www.marketresearchfuture.com/reports/smart-contracts-healthcare-market-8074 Table of Contents 1Executive Summary 2Scope of the Report 2.1Market Definition 2.2Scope of the Study 2.2.1Research objectives 2.2.2Assumptions Limitations 2.3Markets Structure Continued…. Similar Report Application Management Services Market By Service-Type (System Integration, Consulting Services, Modernization Services, And Others), By Organization Size, By Deployment, And By End-Users Open Source Intelligence (OSINT) Market By Security Type (Human Intelligence, Content Intelligence, Dark Web Analysis, Link/Network Analysis, Data Analytics, Text Analytics, Artificial Intelligence, Big Data, Others), Technology (Bid Data Software, Video Analytics, Text Analytics, Visualization Tool, Cyber Security, Web Analysis, Social Media Analysis, Others), Application (Military Defense, Homeland Security, Private Sector, Public Sector, National Security, Others) About Market Research Future Market Research Future (MRFR) has created a niche in the world of market research. It is counted among the top market research companies that offer well-researched and updated market research reports and insights to businesses of all sizes. What sets us apart is our super-responsive team that offers quality work keeping clients abridged of the prospective challenges and opportunities in various markets. Our team is adept in their space as well as patiently listens to every client. The best part is they know their work inside out and possess the expertise to guide the client in the right direction and achieve results on a tight deadline. We are a one-stop solution for all your data research needs. Our team does not believe in the “one size fits all” approach to creating a report that is detailed and concise. We handle 13 industry verticals including Healthcare, Chemicals and Materials, Information and Communications Technology, Semiconductor and Electronics, Energy and Power, Food, Beverages Nutrition, Automobile, Consumer and Retail, Aerospace and Defense, Industrial Automation and Equipment, Packaging Transport, Construction, and Agriculture. 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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.
https://w.atwiki.jp/mrfrtech/pages/51.html
Market Scenario The Smart Glasses Market Analysis size is expected to grow from USD 3.8 billion before the arrival of the pandemic in 2020 to USD 6.8 billion. The global market will be growing at a CAGR of 12.1% during the forecast period. Governing bodies of various countries are increasingly encouraging these energy-efficient products. As an emerging global concept, smart glass has inherent energy-saving and auto-dimming properties, which reduce its maintenance cost. As a result, the perceived benefits of these glass products are more than the incurred investments that help the global market dwell. Smart glass/ smart glass/ dynamic glass technology has been around for years. Some of its key applications include tint-able windows to skylights, offices, hotels, luxury airplanes, and curtain walls. Additionally, strong market penetration of handheld and wearable devices accelerates the market increase. Also, growing industrialization and urbanization worldwide fuel market growth. Conversely, the high production cost of Smart glass is a key factor likely to continue to impede the growth of the market, increasing the overall price of smart glasses. Also, the tint on this glass projects an unclear view, restricting their uptake in cameras. Nevertheless, technology upgrades expected in the recent future would support market growth throughout the predicted period. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/1830 Segmentation The report is segmented into three dynamics; By Technology SPD, PDLC, Photochromic, Electrochromic Technology, and others. By Application Power Generation, Consumer Goods, Architectural Construction, Transportation, Automotive, Aircraft, Marine, and others. By Regions Americas, Europe, Asia Pacific, and Rest-of-the-World. Competitive Outlook Highly competitive, the global Smart Glasses Market Analysis appears fragmented due to the presence of many well-established players. To gain a larger competitive share, industry players incorporate strategic initiatives such as mergers acquisitions, expansion, and product/technology launches. Players leading the global smart glass market include Chromogenics AB (Sweden), Nippon Sheet Glass Co., Ltd (Japan), E-Chromic Technologies, INC. (US), Saint-Gobain Group (France), PPG Industries, Inc (US), Innovative Glass Corporation (US), Ravenwindow (Ravenbrick LLC) (US), LTI Smart Glass, Inc (US), Kinestral Technologies, Inc. (US), AGC Inc (Japan), Hitachi Chemical Co., Ltd (Japan), Gentex Corporation (US), Pleotint Llc (US), and Merck KGAA (Germany), among others. Regional Analysis The Asia Pacific region dominates the global smart glass market. The largest market share majorly attributes to increasing applications of smart glasses in protecting lives from UV rays and furniture and fabrics from fading. Moreover, opportunities in transportation and consumer electronics sectors for SPD use in the latest variants push the smart glass market growth. Besides, the rapid growth in the automobile industry and increasing investments in infrastructural development drive the regional market. China, India, and Japan are the largest consumer markets for smart glass in this region. Rising applications of smart glass in residential applications push the growth of the regional market. The APAC smart glass market is expected to remain dominant throughout the forecast period. North America stands second in the global smart glass market. The market is driven by the well-developed technology end-user industries such as construction, automotive, and aerospace. Additionally, growing investments and the high adoption rate of smart glass in infrastructure renovation act as a significant tailwind for the smart glass demand. The North American smart glass market is projected to create a substantial revenue pocket throughout the review period. The Europe smart glass market is growing rapidly. Factors such as the developed automobile and marine industries in the region provide significant smart glass market opportunities. Besides, the growing government programs encouraging the development of green buildings augment the use of smart glass. Countries such as Germany, France, and Belgium account for the largest share in the regional market. The European smart glass market is forecasted to grow at an impressive CAGR during the estimated period. Similar Report** Content Delivery Network Market https //ictmrfr.blogspot.com/2022/03/green-technology-and-sustainability.html https //ict268262635.wordpress.com/2022/03/14/cash-management-market-analysis-enormous-growth-with-recent-trends-demand-by-top-vendors-industry-size-future-business-scope-competitive-analysis-by-forecast-2027/ https //ict268262635.wordpress.com/2022/04/06/fixed-mobile-convergence-market-major-application-third-party-usage-micro-market-pricing-analysis-and-geographical-analysis-forecast-to-2030/ Table of Contents 1Executive Summary 2Scope of the Report 2.1Market Definition 2.2Scope of the Study 2.2.1Research objectives 2.2.2Assumptions Limitations 2.3Markets Structure Continued…. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/smart-glass-market-1830 Continued… About Market Research Future Market Research Future (MRFR) has created a niche in the world of market research. It is counted among the top market research companies that offer well-researched and updated market research reports and insights to businesses of all sizes. What sets us apart is our super-responsive team that offers quality work keeping clients abridged of the prospective challenges and opportunities in various markets. Our team is adept in their space as well as patiently listens to every client. The best part is they know their work inside out and possess the expertise to guide the client in the right direction and achieve results on a tight deadline. We are a one-stop solution for all your data research needs. Our team does not believe in the “one size fits all” approach to creating a report that is detailed and concise. We handle 13 industry verticals including Healthcare, Chemicals and Materials, Information and Communications Technology, Semiconductor and Electronics, Energy and Power, Food, Beverages Nutrition, Automobile, Consumer and Retail, Aerospace and Defense, Industrial Automation and Equipment, Packaging Transport, Construction, and Agriculture. With our unique approach for every market report, we aim to reach the zenith in qualitative business intelligence and syndicated market research. Contact Market Research Future (Part of Wantstats Research and Media Private Limited) 99 Hudson Street, 5Th Floor New York, NY 10013 United States of America 1 628 258 0071 (US) 44 2035 002 764 (UK) Email sales@marketresearchfuture.com Website https //www.marketresearchfuture.com #market #research #industry #data #report #share #digital #gnews Plugin Error キーワードを入力してください。 #trend #future #analyis #industryreport #industrygrowth #demographic #strategy #manegment
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This article or section is in need of attention from an expert on the subject.Please help recruit one or improve this article yourself. See the talk page for details. This page has been marked as being in need of links to other iRO Wiki pages. For a pre-Renewal version of this article, click here. Job Base(s) Novice Job Type Extended Changes At Payon× Number of Skills 17 Total Skill Points 88 Total Quest Skills 0 Job Bonuses STR AGI VIT INT DEX LUK +6 +6 +0 +0 +6 +0 + ← クリックで目次を開く Overview Job Change Guide BuildsStat BuildsTaeKwon Ranker Pure PvM Hybrid PvP/PvM/WoE Pure PvP/WoE Building a Ranker's SkillsChoosing your kicks Order of Skills EquipmentHeadgear Footgear Armor Garment Shield Accessory Weapon Class DataSkillsStances Kicks Other Skills Job Bonuses ASPD HP Level Up Angel Happiness status External Links Overview TaeKwon Kids are practitioners of the art of TaeKwon-Do. They fore go the use of weapons and instead specialize in a variety of kicks. Their equipment is limited to equips that are usable by all jobs except novices. However, there are a few exceptions to this rule (i.e. Manteau s and Boots can be equipped by them). Job Change Guide See TaeKwon Kid Job Change Guide for information. Builds Stat Builds See TaeKwon Master Builds or Soul Linker Builds for second class stat builds. TaeKwon Ranker TaeKwon rankers are permanent first class characters, utilizing the bonuses from the TaeKwon Missions/ranking system to maximize their potential. Rankers must complete TaeKwon Missions (see link below) in order to become and stay ranked. Before getting the 9x ranker bonus (Giving 3x HP/SP, access to all TaeKwon skills), TaeKwon Kid's max HP is low (2676 hp at lvl 89 with 1 vit. 50 vit at the same level is 3975 hp), so agi builds are heavily advised for early levels if you're going to solo. For a ranker, Agi serves 3 purposes. First is flee. Second is to trigger one of your stances (when you are 9x ranker, you will have all 4 stances active). The third is that once you have started kicking, Agi does, in fact, speed up the rate at which you kick. The kicks have an ASPD-based cooldown, and the higher your ASPD, the faster you can spam your kicks. If you are WoE or PvP minded, getting vit at higher levels to create a hybrid build is a good idea. Do not forget that you can get +10 str through spurt status. Pure PvM STR× 110~130 AGI× 80~100 VIT× 20~30 INT× 1~12 DEX× 40~50 LUK× 1 This build relies heavily on aspd and flee to get the job done. You should be able to achieve 200+ flee easily, and can solo where most agi characters can go.The little bit of int is for regening sp once you become ranked. Spamming kicks, even though only 2 sp, eats at your sp slowly. You will be susceptible to stun and will be very fragile in pvp, defensively. You will also find that, as a 9x ranker, pots are mildly ineffective, relative to your maximum hp. (Since healing efficiency relies largely on your vit). Recommended starting kicks Heel, Counter, and/or Roundhouse. Hybrid PvP/PvM/WoE STR 110~130 AGI 50~70 VIT 50~70 INT 1~12 DEX 50~60 LUK 1 This build is designed to do decently in PvM and pvp/WoE situations. For PvM, the build can hit 180 flee, with high damage per kick. Dex is raised to deal with agi classes. Compared to the Pure PvM build, this build will generally take a little longer to start your combos, but makes up for that with a tougher defense. Recommended starting kicks Heel, Counter, and/or Roundhouse. Pure PvP/WoE STR 120~130 AGI 10~30 VIT 70~90 INT 1~12 DEX 50~70 LUK 1 This build is designed for purely PvP or WoE. High vit increases survivability, while sacrificing speed. Decrease in speed does 2 things Delays the time it takes for a stance to activate to start comboing, and slows down emp breaking time (the active kick skills do not work on the emp, thus it cannot be combo'd). For emp breaking, The Hybrid build is probably better overall. Recommended starting kicks Tornado and Counter. Vit chars tend to mob more to level, so tornado speeds up mob killing. Counter kick is there for a stronger kick. It was chosen over roundhouse because roundhouse will knock surrounding monsters back and stun them, putting them out of range for the follow up tornado. If you are not mobbing, Heel Drop and Counter kick are recommended. Although the build might do better its job in PvP/WoE, note that doing your TaeKwon Missions to stay ranked, will become harder. The build lacks flee and although you have more defence, overall you will take more damage while doing a TaeKwon Misson. Building a Ranker's Skills In general, a ranker's skill build should have the following 2 kicks maxed with stances (not flying kick/tumbling) - 16 points (if you are already in /taekwon, you can use one stance for triggering full combo) Mild Wind× 7 - 22 points (with pre-reqs) TaeKwon Mission× - 1 point Sprint× 10 - 10 points Choosing your kicks Choosing your 2 kicks is important. You will have these 2, and only these 2, until you become 9x and ranked. To maximize your damage output on a single target, get counter and roundhouse (both are 400% damage kicks). Counter gives you 100% hit, and roundhouse has a high chance of stunning any monsters around you that you arent targeting. To control the damage you receive as much as possible, get Heel Drop and Roundhouse. Once you get practice, you can delay use on your heel drop to keep the monster in a permanently stunned state, leaving you virtually undamaged. Using Roundhouse will stun the other monsters attacking, and knock them back. When they unstun, they may aggro someone else on screen. Heel Drop and Counter Kick is another combination you can use to control incoming damage. While the 100% hit from counter isnt necessary if the target is stunned, counter's effects are much more predictable than what happens to the other monsters after roundhouse stun finishes. If you have a tank/HP slave and/or are a pure vit build, tornado kick is recommended, since you have the ability to mob better than an agi class. It would be good to pair the 300% AoE tornado with a 400% kick. The advantages and disadvantages of Counter Kick and Roundhouse kick have been explained. Once you are 9x and ranked all the kicks will become available. It's however recommended not to use all kicks. Best is to make a choice again between 2-3 kicks depending on the situation, see above. However, don't forget to prepare always all the 4 kick stances. It will trigger your kicks faster, even if you do not use the right kick at the right first stance. Example if you have prepared 4 stances but you use only 2 stances, the other 2 stances will still trigger the 2 stances you use. Order of Skills First off, you should get your 2nd kick last. Pick the one that you think would be more useful, and get it earlier. Heel drop is a solid top choice since a lot of monsters you will face will stun, allowing you to get free hits in. Sprint should be the first or second skill you get. You dont have to get it maxed right away, but it helps for sp cost (if you have no sp gear). Since TaeKwons get no weapon, their damage is very low early on. Sprint compensates for this. Merely having the skill gives you defense-bypassing damage, more than low-to-mid levels of str will ever give. Mild Wind should be after sprint, but its your choice on whether to get a kick first. It is recommended that you stop Mild Wind at 4 at first, then work on another skill (your kicks), especially if you are already ranked. Being able to combo spam kicks is more valuable than having shadow endow. This is because, for the most part, you will not be encountering any monsters weak to holy, shadow, or ghost before job 50 (few exceptions include zenorcs, low level undead that are also weak to fire, and thief bugs) When you are working toward Mild Wind, get Kihop maxed first. This will unlock Taekwon mission early, as well as give you atk bonuses. When you're leveling on a map, ask people you run into if they wouldnt mind partying for your kihop (they dont have to be taekwon classes to affect your kihop). Most soloers will be nice and accept it. If you happen to run into the few jerks who won't, dont waste your time begging. Equipment Headgear TaeKwon Kids are limited to headgears usable by "all classes except novice". However, some items have an extra bonus for Taekwon class Magistrate Hat [1] +1 Agi, +3% HP regen. Mythical Lion Mask [1] +2 Dex, 10% chance to inflict stun with a melee attack, +2 ATK per upgrade. Bride Mask [1] +5 crit, +2 Luk. Hahoe Mask +2 Perfect dodge, +1 Luk. Ayam [1] +1 Int, +3% SP regen. Footgear TaeKwon Kids can wear all footgear usable by "all classes except novice" and Boots. Boots [0] Boots [1] DEF×+4. Armor TaeKwon Kids are limited to "all classes except novice" armors. Garment TaeKwon Kids can wear all garments usable by "all classes except novice" and Manteau. Manteau [0] Manteau [1] DEF+4. Shield Guard [0] Guard [1] DEF+3. Valkyrja's Shield [1] DEF+3, MDEF+5, -20% damage from Fire, Water, Shadow×, Undead× elements. Stone Buckler [1] DEF+3, -5% damage from Large× size. Accessory TaeKwon Kids can equip all accessory usable by "all classes except novice". Weapon TaeKwon Kids can't equip weapons. Class Data Skills See TaeKwon Master Skills or Soul Linker Skills for second class skills. Stances Stances must be toggled to use their corresponding kicks. The exception to this is Tumbling being toggled to use Flying Kick, though due to their secondary functions they still should be categorized as such. Skill Description Levels Type Tornado Stance× 15% chance to activate on hitting a target. 1 Supportive Heel Drop Stance× 15% chance to activate on hitting a target. 1 Supportive Roundhouse Stance× 15% chance to activate on hitting a target. 1 Supportive Counter Kick Stance× 20% chance to activate on hitting a target. 1 Supportive Tumbling× 20% chance to dodge ranged magic and AoE attacks. If in Spurt× status, also 20% chance to dodge melee attacks. Enables to use Flying kick× as a counter. Usable by Soul linkers. 1 Supportive Kicks Kicks are the TaeKwon Kid's damaging attacks. Their respective stance must be toggled. The exception to this rule is that Tumbling does not have to be toggled to use Flying Kick. Skill Description Levels Type Tornado Kick× 5*5 AoE× kick, up to 300% damage. 7 Offensive Heel Drop× Stuns target, up to 300% damage. 7 Offensive Roundhouse× Up to 400% damage to target, pushes back and stuns enemies surrounding it. 7 Offensive Counter Kick× Up to 400% damage, never misses. 7 Offensive Flying Kick× Up to 100% base damage, increases if activated after Tumbling or while Sprinting. Instantly moves user to target. Dispels Soul Linker buffs on target. 7 Offensive Other Skills These skills do not fit into the above categories. Skill Description Levels Type Sprint× Move quickly in a straight line. Passively increases unarmed damage and kick skill damage. At level 7 or higher, enables to buff self for +10 Strength 10 Active Peaceful Break× Recover HP× quickly when sitting next to another sitting Taekwon kid, Taekwon master or Soul Linker. Using //doridori further increases this regen. 10 Passive Happy Break× Recover SP× quickly when sitting next to another sitting Taekwon kid, Taekwon master or Soul Linker. Using //doridori further increases this regen. Passively adds a high chance of Earth Spike× Scroll×s not being destroyed when used. 10 Passive Kihop× Adds up to 10% to your attack power per person in your party and on the same map as you. 5 Passive Leap× Jump over cells, including impassable ones. 5 Supportive Taekwon Mission× Gives you a mission to hunt a specific monster type to compete for Taekwon ranker status. Not usable by Soul linkers or Taekwon masters. 1 Active Mild Wind× Change the element of your weapon to anything but poison and neutral for a duration. 7 Active Job Bonuses Job Bonus Stat\Amount +1 +2 +3 +4 +5 +6 STR 1 2 3 4 5 6 AGI 20 21 22 23 24 25 VIT INT DEX 10 11 12 13 14 15 LUK ASPD This article or section is in need of attention from an expert on the subject.Please help recruit one or improve this article yourself. See the talk page for details. HP Level HP Level HP Level HP Level HP Level HP 1 40 21 302 41 844 61 1666 81 2250 2 46 22 322 42 878 62 1714 82 2300 3 53 23 343 43 913 63 1763 83 2350 4 61 24 365 44 949 64 1813 84 2400 5 70 25 388 45 986 65 1864 85 2450 6 79 26 411 46 1023 66 1915 86 2500 7 89 27 435 47 1061 67 1967 87 2550 8 100 28 460 48 1100 68 2020 88 2600 9 111 29 485 49 1139 69 2073 89 2650 10 123 30 511 50 1179 70 2127 90 2700 11 136 31 538 51 1220 71 2137 91 2750 12 149 32 565 52 1261 72 2147 92 2800 13 163 33 593 53 1303 73 2157 93 2850 14 178 34 622 54 1346 74 2167 94 2900 15 194 35 652 55 1390 75 2177 95 2950 16 210 36 682 56 1434 76 2187 96 3000 17 227 37 713 57 1479 77 2197 97 3050 18 245 38 745 58 1525 78 2217 98 3100 19 263 39 777 59 1571 79 2227 99 3200 20 282 40 810 60 1618 80 2200(2240?) Level Up Angel Taekwon Kids, Taekwon Masters and Soul Linkers share a unique level up angel that provides the following bonuses when a new base level is reached Blessing× Level 10 (10 minutes) Increase AGI× Level 10 (10 minutes) Happiness status Happiness is a special status achievable by Taekwon-class characters by sitting next to each other and using the /doridori emote. It has no intrinsic bonuses, but entering it has a chance of wiping a Taekwon Master's Solar, Lunar and Stellar designations. Also, the skill Happy Break gives a high chance of Earth Spike Scrolls not being consumed when used. External Links - TaeKwon Kid TaeKwon Kid Skills Counter Kick× ・ Counter Kick Stance× ・ Flying Kick× ・ Happy Break× ・ Heel Drop× ・ Heel Drop Stance× ・ Kihop× ・ Leap× ・ Mild Wind× ・ Peaceful Break× ・ Roundhouse× ・ Roundhouse Stance× ・ Sprint× ・ TaeKwon Mission× ・ Tornado Kick× ・ Tornado Stance× ・ Tumbling× Quests TaeKwon Kid Job Change Guide - Classes of Ragnarok Online Classes of Ragnarok Online Novice Class Novice ・ High Novice ・ Super Novice First Class / High First Class Acolyte ・ Archer ・ Mage ・ Merchant ・ Swordman ・ Thief Second Class Priest ・ Monk ・ Hunter ・ Bard ・ Dancer ・ Wizard ・ Sage ・ Blacksmith ・ Alchemist ・ Knight ・ Crusader ・ Assassin ・ Rogue Transcendent Second Class High Priest ・ Champion ・ Sniper ・ Minstrel ・ Gypsy ・ High Wizard ・ Scholar ・ Mastersmith ・ Biochemist ・ Lord Knight ・ Paladin ・ Assassin Cross ・ Stalker Third Class Arch Bishop ・ Sura ・ Ranger ・ Maestro ・ Wanderer ・ Warlock ・ Sorcerer ・ Mechanic ・ Geneticist ・ Rune Knight ・ Royal Guard ・ Guillotine Cross ・ Shadow Chaser Expanded Class Gunslinger ・ Ninja ・ TaeKwon Kid Expanded Second Class TaeKwon Master ・ Soul Linker ・ Kagerou ・ Oboro ・ Rebel× Doram Summoner Categories Pages needing expert attention | Articles Needing Interwiki Links | TaeKwon Kid | Classes | Novice
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HTTP(HyperText Transfer Protocol) HTTP/0.9 「HTTP/1.0以前のHTTP」という意味で便宜的につけられた呼び名 RFC 959 HTTP/1.0 IETF RFC 1945 HTTP/1.1 RFC 2616 一部書き換え RFC 2817 改定 RFC 2774 WebDAV(Web-based Distributed Authoring and Versioning) HTTP/1.1拡張 RFC 2291 HTTPNG Short- and Long-Term Goals for the HTTP-NG Project RPCリモートマシンのサブルーチン呼び出し CORBA, DCOM, Java RMI XML-RPC TCP/IP URI XMLHttpRequest
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Open Beta • The Open Beta phase has begun. (Remember that most VIP features -60 day VIP from champions edition and lifetime VIP from Titan goes live at launch) • Account Statistics have been reset for all players in Beta (Games Played, Ranking, Grade, Level Experience, Time Played, Team Slots and Leaver Status). • The Bloodline rotation scheme has been turned on. • Extra Team slots have been added to all players that have pre-ordered. • Players can now earn Blood Coins by playing custom matchmaking games. • Winter gifts will be sent out to players that login on certain days in December ) General • Gamemode based sounds tweaked. • Ambient Occlusion added as a graphic setting. • The Default Key bindings are now correctly handled depending on your keyboards current language settings. • Ambient sounds added to all maps. • Ambient sounds volume slider added to audio options. • Particle Engine optimized. • Deferred rendering (high graphics setting) optimized. • Fixed a few graphical bugs (might solve some issues for some graphics cards that had problems with the Bloodline previewer or had other problems in-game). • Fixed a bug with leaver protection when playing 1v0 games or playing as an Observer. • Ignore list no longer duplicates all entries on load. • Fixed a bug where a players did not get leaver penalty when failing to load during solo matchmaked games. • Fixed a bug causing new teams or new solo players to get wrong division and rank. • Fixed a bug in the GUI where the rank and division of a team were displayed as 0. • There are now a total of 30 grades up from 15 (art and names are to be updated in the future). • Player movement and movement speed have both been reworked, players will now be able to change direction more quickly. • Several particle systems effects updated with new graphics. • The server now waits a longer time before it shuts down after a game. • The server now informs which players that are still loading during the load state. • A setting to make EX-abilities not cast the default ability when a player doesn t have enough energy has been added to the option menu. • Increased the time it takes to be able to get matched against the same team again in matchmaking. • Silhouettes have been replaced with a Highlight effect. • Fixed a bug causing the energy runes to spawn visually at different times on different clients. • LightFX have been implemented and can be turned on from the interface options. Players that have Dell/Alienware computers that supports LightFX will be able to see color changes when for example you join a matchmaking queue, join a lobby or gain energy. Seasons • Season 4 has ended, top players in this season will receive their rewards. • Season 5 has begun. Marketplace • The marketplace can now be browsed in-game, note that players cannot unlock items using Blood Coins or Funcom Points until launch. • Players can now view items in the Marketplace. • Pre-order Items are now viewable in the Marketplace. • New Outfits Weapons are now viewable in the Marketplace. Items • Players have now received their pre-order items. • Outfits Weapons can now be equipped using the Bloodline preview panel. • Several beta testers have received unique items depending on when they entered the Beta. Camera • Camera sweeps introducing both teams before the first round added. • Camera now spins around the player with highest combat value alive in the winning team when a round ends. GUI HUD • The HUD layout has been tweaked and updated. • The Observer HUD has been tweaked and updated. • The HUD Top bar has been reworked. • Countdown timer graphics updated. • Funds Account Status added to the profile page. • Match-up balance is now displayed in percentages in the game lobby. • All Bloodline Icons updated with new graphics. • The cooldown counter on the ability bar now stops when a player dies. • Fixed a bug with the match history not showing the correct matches. • A percentual estimation on which team that has the upper hand is now visible in the game lobby. Map Updates • Sheltidia the Sky Temple - New CTA map is now available. • Gatura Summit has been slightly tweaked. • Extra cannons added to Gatura Summit. • All maps have been updated with new lightning. • Conquest Points capture time down to 5s from 10s. Capture the Artifact - Gamemode Reworked • Players will now automatically pick up artifacts when near one. • It takes 1.5 second to pickup an artifact from a pedestal/capture point. • Picking up artifacts from the ground is instant. • No positive or negative effects added to a player that carries an artifact. • Players can now throw artifacts farther and faster. • Enemies can now pick up artifacts in-air when a player from the other team throws one. • The Gamemode now only last 1 round. • Retrieving both artifacts starts a 10s timer, holding both artifact for this time results in 1 point, first team to score 3 points win the game. • Respawn time set to 5s. • Game time is now set to 10 minutes, if no team have won after 10 minutes sudden death begins; increasing the respawn time for players over time. • All players now gain the Presence of an Artifact buff; Increasing damage healing done by 40% as well as increasing Recovery Health by 40%. • Resurrection Medallion switched to a Warp Medallion, enabling all players to teleport once every 20s in CTA. Statistics • The first version of the statistics feature is now implemented and can be found in your profile. • Everyone can view basic statistics, but more advanced statistics will only be viewable by players that have pre-ordered the game. Later this information will only be viewable by VIP members. • More statistics will be added in upcoming patches. In-game Voice Chat • In-game Voice Chat (VoIP) is now implemented, use the options menu to enable/disable and configure settings. • If VoIP is enabled players should automatically join a Voice Channel when connecting to a game server. • There are three types of channels, one for each team, and one for observers. Changing channels is done automatically when changing team or observing. • The VoIP setting for how sensitive the microphone is for input is currently not working properly; This will be fixed in a later patch. Animation Library • A new animation library has been implemented. • There should be less animation bugs. • Animations are now more optimized. • Several new animations and updates on old ones. Loader • The loader has been reworked and should now function more smoothly. • The loader will now update itself to the latest version before it begins the patching of the game client. • Now displays "Maintenance" when servers are down for maintenance. • Now displays download speed when downloading a new patch. Bloodlines Abilities • The four new bloodlines Stalker, Guardian, Blood Priest and Seeker is now available to play for everyone that have pre-ordered the Bloodlust Upgrade or the Titan Edition. • All projectile range and velocity tweaked, overall projectiles will travel a ~5-10% shorter distance (tool-tips velocity and range updated - was a tad off before, now it displays the correct values). • Melee Cones Range down to 22 from 24. • Melee Cones Angle down to 50 from 65. • Target AoE’s have been slightly reworked and should now spawn on a more likely target position when used near gaps/objects. (Volcano, Plague, etc). • Beams now uses a new type of collision; should be a lot more accurate. • A lot of slows have been tuned down. • Fixed a bug causing ground AoE slows to affect targets immune to movement impairing effects. • Absorb scrolling combat text is now stacking like damage and healing. • Trances (Wuju, Kunju, etc) are now labeled as Trances instead of Self Buffs in the tool-tip. • Trances tool-tips updated, stating that trances now trigger on projectiles/melee direct AoE s. • Non-Projectile/Melee Abilities that trigger trances are now displayed in individual tool-tips (AoE Spells that currently trigger trances are Volcano, Mortar Terror of Ahl’Buhl). • Trances no longer makes the target immune to knock backs during the channeling effect. • Several Abilities have had their global cooldown reduced to 0.3s from 0.4s. • Buffname is now displayed when hovering a buff icon. • A couple of bugs with the ex-system not correctly removing an ex-buff after it s duration or player death have been fixed. Tanks Vanguard(ヴァンガード) 体力の最大値が225から210に減少 サイズが8から7.5に減少 War Axe スローの効果が50%から25%に減少 Dismantleとスローの効果時間が固定で2.5秒から距離に応じて1-2秒に減少 1,2番のスキル以外のキャストを中断しなくなった Reflect 近接攻撃によるスタンの効果時間が2.2秒から1.2秒に減少 近接攻撃で受けたダメージは全て吸収されるように変更 Van s Guard 時間によるダメージ(damege on time, スリップダメージ)でRageが溜まらないよう変更 Rage ダメージ吸収の効果を削除 効果時間が10秒から7秒に変更 Horrifying Roar - EXスキル削除 Battle Shout - (Q, Reflect)の新EXスキル 近くにいる味方にBattle Shoutを付与する。 3秒間与ダメージが25%と移動速度が15%増加し、対象のhealthは1までしか減らなくなる。 Thorn(ソーン) サイズが8から7.5に減少 Fungal Spores ダメージが10から14に増加 ボーナスダメージが5から6に増加 スローの効果が15%から10%に減少 Defiled Plant スローの効果時間が3秒から2秒に減少 スローの効果が50%から30%に減少 Mud Walk tool-tipでenergy gainが表示されるよう修正 Dead Roots 秒間ダメージが14から20に増加 効果時間が6秒から3.5秒に減少 Mushroom Spore - 変更 着弾した敵にSproutを付与する。 Sprout 対象が地面上にいる場合、Mushroomsを付与する。 この効果は5秒に渡って3回効果が現れる。 Mushrooms 6ダメージと1秒間の移動不可を与える。 EX 1 - Fungal Spores - 変更 0.7秒かけて2つを発射する。 そのそれぞれは直撃した敵に18ダメージとその周囲の敵に14ダメージを与え、爆発に巻き込まれた全ての敵にFungal Sporeを付与する。 Fungal Sporeを受けている敵にはスタックあたり6の追加ダメージが入る。 Ex 2 - Healing Spores 発動前のディレイが0.8秒から0.5秒に減少 効果範囲が22から26に増加 Glutton(グラットン) 体力の最大値が225から210に減少 サイズが8から7.5に減少 Stone Shield 受けたダメージの80%がprotectionとして表示されるはずが、20%になっていたバグを修正 56ダメージを吸収した後に破壊されるように変更 Onslaught ダメージの範囲が16-40から16-34に減少 Inhibitor(インヒビター) Rune Infusion Debuffの効果時間が8秒から6秒に減少(通常のSol/OhmによるDebuffと同じ時間に) Wuju キャストタイムが0秒から0.2秒に増加 Rune Shield スタンの効果時間が2秒から1.5秒に減少 Ohm Bolt ohmを消費して回復する量が、スタックあたり9から7に減少 Runic Discharge スローの効果時間が1.5秒に減少 スローの効果が30%から20%に減少 Woje ダメージが8から10に増加 Wahl Burst 複数のWahl Burstを受けた際に効果がかけ直されないバグを修正 Ranged Igniter(イグナイター) Searing Displacement キャストタイムが即時から0.2秒に増加 Living Flame クールダウンが13秒から11秒に減少 効果範囲が35から28に減少 ダメージが12から8に減少 最大の効果時間が2.5秒から1.6秒に減少 Crippling Fire スローの効果時間が3秒から2秒に減少 Fire Beam ダメージが毎秒18から20に増加 Flameshock (EX) - 削除 Fire Wall – (Living Flame – R)の新しいEXスキル 指定した地点に0.2秒後、炎の壁を作る。 この炎の壁は、内側にいる敵に0.5秒毎に2ダメージを与える。 また、この炎の壁を通過したprojectiles(弾丸等の遠距離攻撃)は炎の弾に変化し、着弾点付近の敵に8ダメージ、着弾点付近のIgniterに8の回復を与える。 この炎の壁の効果は2.5秒間持続する。 Gunner(ガンナー) Stealth 移動速度増加が35%から15%に減少 Execute クールダウンが4秒から6.5秒に増加 Disabling Shot スローの効果時間が3秒から2秒に減少 スローの効果が40%から30%に減少 Focus Shot サウンドを調整 Nomad(モヒカン) All boomerang’s velocity tweaked, boomerangs should now return faster and travel ~10% shorter distance. Wind Strike スローの効果時間が2.5秒から1.5秒に減少 Sluggish スローの効果が40%から25%に減少 Boomerang Storm ダメージが毎秒12から16に上昇 Endurance EX - 削除 Wind Thrust - (Haste, Space)の新EXスキル 指定した地点に向かって移動し、通過した敵に10ダメージと少しのノックバックを与える。 Engineer(エンジニア) 移動速度が150から155に上昇 EMP Blast スローの効果時間が2秒から1.5秒に減少 Jet Pack 他のスキル使用後1秒間使用できなかったのが0.3秒間に減少 Flame Thrower スローの効果時間が3秒から2秒に減少 Tractor Beam ダメージが12から14に上昇 Melee Spear Master(スピアマスター) Whirlwind • カウンタースキルを誘発しないように変更 Kunju キャストタイムが0秒から0.2秒に増加 Instant InjectionがKunjuを貫通してダメージを与えていたバグを修正 Shuriken スローの効果時間が3秒から2秒に減少 スローの効果が33%から25%に減少 Evasion - EXスキルを削除 Tempest - (Fleetfoot, Space)の新EXスキル 対象地点にダッシュし、16ダメージとDisturbanceを与える。 Spear Masterはダッシュの途中、攻撃と回復を受け付けない。 Disturbance 2秒間、全てのスキルのクールダウンを固定する。 (クールダウン中でないスキルの使用は可能だが、Disturbanceの効果時間中はクールダウンの減少が始まらない) Ranid Assassin(ラニドアサシン) Camouflage 移動速度上昇が25%から15%に減少 Toxic Bomb スローの効果時間が3.5秒から2.5秒に減少 着弾時に8ダメージを与えるように変更 効果範囲が28から20に減少 ボムの滞空時間がわずかに増加 着弾点にマークが表示されるように変更 キャストタイムが0.5秒から0.3秒に減少 Poison Dart 効果時間が8秒から6秒に減少 Venom Dart 対象に与えていたVicious Poisonのスタック数が3から1に減少 Harbinger(ハービンガー) Blood Grip Hemorrhageのスローが30%から25%に減少 Shadow Shift Hemorrhageのスローが30%から25%に減少 Nether Shift Hemorrhageのスローが30%から25%に減少 Hemorrhageの効果時間が4.5秒から4秒に減少 Plague 効果時間が6秒から3秒に減少 Nether Strike ダメージと回復量が20から16に減少 サイレンスの効果時間が1秒から1.5秒に増加 発動前のディレイが1秒から0.6秒に減少 Healers Alchemist(アルケミスト) Crippling Goo スローの効果がが60%から40%に減少 Sleep Vial 効果時間が3.3秒から2.5秒に減少 対象周囲にかかるLesser Sleepの効果時間が1.5秒から1.2秒に減少 クールダウンが10秒から8.4秒に減少 Psychopomp(サイコポンプ) 移動速度が150から155に増加 Mind Transfer Mind Transferを当てた後でも、対象のダッシュ系のスキルが継続していたバグを修正 Mind Flux - 変更 対象地点に移動。 敵と衝突した場合、敵に16ダメージとスローを与えて弾き飛ばす。 Psychopompは衝突した地点に現れる。 Other side 効果時間が2.6秒から2秒に減少 移動速度上昇が15%から20%に増加 クールダウンが12秒から11.5秒に減少 Spiritual Link キャストタイムが0.7秒から0.6秒に減少 Herald(ヘラルド) Stiffling Dust キャストタイムが0.5秒から0.44秒に減少 クールダウンが0.5秒から0.58秒に増加 Chronoflux Chrono Shield effect (ダメージが20%減少する効果)を削除 Aura of Devotion 味方の回復量増加と、敵の回復量減少の効果が75%から60%に減少 Astronomer(アストロノーマー) Astral Beam ダメージと回復量が秒間30から34に増加 Moon Flare - EXスキルを削除 Moon Stone 発動前のディレイが1秒から0.8秒に減少 Sun Ellipse クールダウンが8秒から7.5秒に減少 Sun Swirl - (Sun Ellipse, Space)の新EXスキル 自分を2つの球体に分割し、螺旋状の軌道を描いて対象地点に移動する。 それぞれの球体は通過した味方を5回復し、通過した敵に5ダメージを与える。 また、着地点付近の味方を8回復し、着地点付近の敵に8ダメージを与える。 対象地点に障害物があった場合、使用者は元の位置に戻ってくる。 このスキルを使用した場合、(Sun Ellipse, Space)のクールダウンは4分の1になる。