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https://w.atwiki.jp/btbuilder/pages/49.html
Options BTBでのオプションを変更することが出来ます。 下にあるDefaultで初期設定に戻すことが出来ます Mainタブ Default Curve Type Cardinal あああ Bezier いいい Update Timing Immediate あああ Partly deferred いいい Deferred ううう Show グリッド、または背景画像を2D/3D画面で表示/非表示にするかを選択できます。 Grid Size 2D/3D画面の後ろにあるグリッドの大きさを定めることが出来ます。 単位はメートル Click Radius Node Size Projects Folder Temp Files Undo Limit アンドゥ出来る回数の上限 Validate XPacks when loading. Colour 各種ウィンドウに表示される物の色を変えることが出来ます 好みの色に替えましょう。
https://w.atwiki.jp/type74rx-t/pages/250.html
This plugin is compatible with RPG Maker MV and RPG Maker MZ. Summary It is possible to create a state that does not change state at all. While in this state, no state changes will be accepted, with the exceptions listed below. The same applies to the automatic release of the game based on time (turns) and number of steps. [Conditions for Exceptions] Defense, invincibility, no combat due to 0 HP, states with "state fixation" applied State manipulation by events (or common events that are triggered by using items or skills) Usage Fill in the notes section of the states. FixState Caution For users of the "Guts State" plug-in The gutsy states won t be removed either. Be careful when fixing the state. Notes You don t need to worry about the plugin parameters. It s just that the way you set up the notes field is different depending on whether you are using the English or Japanese version. Download https //img.atwikiimg.com/www20.atwiki.jp/type74rx-t/attach/249/407/RX_T_FixingTheState.zip
https://w.atwiki.jp/azounoman/pages/44.html
2045 Molecular Formula 問題 http //acm.pku.edu.cn/JudgeOnline/problem?id=2045 解答方針 文法は次のようにもかくことができる.A+はAの1回以上の繰り返しを意味する.なお,下の式では文法を記述するためのカッコは(,)と書き,記号としてのカッコは ( , ) と書いている. Molecular - ( Atom | Atom Number | ( Molecular ) Number )+ これに従って構文解析器を設計すればよい. なお,未知の原子があったときの処理には例外処理を利用している. 解答例 import java.util.*; public class Main { public static void main(String[] args) { Scanner sc = new Scanner(System.in); HashMap String,Integer dictionary = new HashMap String,Integer (); while(true){ String atom = sc.next(); if(atom.equals("END_OF_FIRST_PART")) break; int weight = sc.nextInt(); dictionary.put(atom,weight); } Solver sol = new Solver(dictionary); while(true){ String molecule = sc.next(); if(molecule.equals("0")) break; int ans = sol.solve(molecule); if(ans 0) System.out.println("UNKNOWN"); else System.out.println(ans); } } } class Solver{ HashMap String,Integer dictionary; String input; int c; Solver(HashMap String, Integer dictionary) { // TODO Auto-generated constructor stub this.dictionary = dictionary; } public int solve(String input){ this.input = input.concat("$"); this.c = 0; int ret; try{ return molecule(); } catch(UnknownException e){ return -1; } } private int molecule() throws UnknownException{ int ret = 0; while(true){ if(input.charAt(c)== ) |input.charAt(c)== $ ){ c++; break; } else if(input.charAt(c)== ( ){ c++; int m = molecule(); if(isDisit(input.charAt(c))) m *= number(); ret += m; } else{ int a = atom(); if(isDisit(input.charAt(c))) a *= number(); ret += a; } } return ret; } private int atom() throws UnknownException{ String a; if(isSmall(input.charAt(c+1))){ a = input.substring(c,c+2); c++; c++; } else{ a = input.substring(c,c+1); c++; } if(dictionary.containsKey(a)){ return dictionary.get(a); } else{ throw new UnknownException(); } } private int number(){ int ret; if(isDisit(input.charAt(c+1))){ ret = ctoi(input.charAt(c))*10+ctoi(input.charAt(c+1)); c++; c++; } else{ ret = ctoi(input.charAt(c)); c++; } return ret; } private boolean isCapital(char c){ return A =c c = Z ; } private boolean isSmall(char c){ return a =c c = z ; } private boolean isDisit(char c){ return 0 =c c = 9 ; } private int ctoi(char c){ return c- 0 ; } } class UnknownException extends Exception{ }
https://w.atwiki.jp/michealfeng/pages/26.html
There are lots of a lot more sleeping luggage accessible to the market place nowadays than there are purposes for which they may be used. The traits and attributes of a sleeping bag that is definitely made use of for just a kid s sleepover are vastly various from people required of the bag that is to become utilized for sleeping during a trek in a very freezing mountainous region, and there are plenty of selections obtainable for the multitude of needs which lie somewhere in between these two extremes. Sleeping bags which might be for indoor use are certainly not required to be weatherproof, and they are frequently known as slumber baggage. They re extra probable to be manufactured from all-natural fabrics than from synthetic from which nearly issey miyake crossbody bag all of outside baggage are made. They are mostly made to make sleeping about the flooring much more comfortable, and to provide additional heat, as would a blanket. Certainly the technological know-how of sleeping bag manufacture has enhanced tremendously above the years, but sleeping luggage day again to 1861 when Francis Fox Tuckett produced his prototype. Originally camel fur and kapok were applied for insulation till duck and goose down were introduced. Sleeping baggage were not produced commercially right until the eighteen nineties every time a Norwegian firm commenced their manufacture, but customers needed to wait around one more hundred many years for manufacturing standards to become released while in the United states and Europe. The two main shaped sleeping baggage tend to be the rectangular luggage as well as mummy baggage. The rectangular luggage are formed as their title implies, and provide more home to maneuver about inside of, but then again that additional place signifies that you can find more space inside of wherein heat should be retained. Alternatively, the mum bags are tapered in condition in order that there is certainly considerably less place on the amount from the toes which requires the upkeep of warmth. The mother baggage have got a hood which dior jewelry guards your neck and head from the chilly, and when fully closed only your mouth and nose are uncovered. Insulation resources for sleeping luggage may be labeled into two principal groups; down and synthetic. Goose down is a superb insulator and is particularly also outstanding in terms of excess weight and bulk. Alternatively, its insulation features are compromised when the bag receives moist, and it really is tough to clean and dry. It is additionally more expensive than its artificial counterparts. There may be a variety of synthetic fibres which happen to be made use of for insulation, several of which can be Microloft, Hollowfibre, and Polarguard. Synthetic fibres are typically heavier and bulkier than down, nevertheless they tend to be more water-resistant and continue to supply heat if wet. The artificial baggage also tend to price tag considerably less compared to the down luggage. When purchasing a sleeping bag, look at the score in the bag and ensure that it satisfies your demands. Should you be going to be sleeping in alpine conditions you won t wish to be caught that has a bag that has a temperature score all the way down to only 40 degrees Fahrenheit. On the other hand, when you are sleeping out in delicate disorders you won t have to have a bag which is rated right down to zero degrees. This can be clearly simply just a matter of prevalent sense. For those who match your prerequisites with all the ideal sleeping bag, your tenting working experience will be enhanced, fairly than spoiled.
https://w.atwiki.jp/ac1226/pages/17.html
数値と文字の混在 「データ」→「区切り位置」を選択する 「列のデータ形式」で「文字列」を選択して「完了」 最終行を探し、飛び飛びの列を選択 Sub test() Dim r As Range Dim MaxRow As Long Dim ar As Variant Dim buf As Variant Dim i As Integer Set r = ActiveSheet.UsedRange ar = Evaluate("(" r.Address " """")*(ROW(" r.Address "))") For i = r.Rows.Count To 1 Step -1 buf = WorksheetFunction.Index(ar, i, 0) MaxRow = WorksheetFunction.Max(buf) If MaxRow 0 Then Exit For End If Next MsgBox MaxRow With ActiveSheet Union(.Range("A1 D" i), .Range("G1 G" i)).Select End With End Sub Excel設定 Dim xlApp As New Excel.Application Dim xlWb As New Excel.Workbook MyPath = CurrentProject.Path "\Test.xlsx" Set xlApp = CreateObject("excel.application") Set xlWb = xlApp.Workbooks.Open(FileName =MyPath) xlApp.DisplayAlerts = False xlWb.ActiveSheet.Cells.WrapText = False 折り返し無効 xlWb.ActiveSheet.Cells.EntireColumn.AutoFit 例全体のセル幅調整 xlWb.Worksheets("AAA").Columns(1).Delete 2列目削除 xlWb.Worksheets("AAA").Cells.WrapText = False 折り返し無効 xlWb.Worksheets("AAA").Cells.EntireColumn.AutoFit 例全体のセル幅調整 xlWb.Worksheets("AAA").Cells.HorizontalAlignment = xlCenter 文字の配置 xlWb.Worksheets("AAA").Rows(1).Interior.ColorIndex = 11 背景色 xlWb.Worksheets("出力").Rows(1).Interior.Color = RGB(23, 55, 93) xlWb.Worksheets("AAA").Rows(1).Font.ColorIndex = 2 文字色 A列同一値の結合 With xlWb.ActiveSheet i = 2 2行目から j = i + 1 Do While .Cells(j, 1).Value "" If .Cells(i, 1).Value = .Cells(j, 1).Value Then .Range(.Cells(i, 1), .Cells(j, 1)).MergeCells = True j = j + 1 Else i = j j = j + 1 End If Loop End With xlWb.ActiveSheet.SaveAs MyPath, , , , , False バックアップ.xlkを作成しない xlWb.Close SaveChanges =True xlApp.Quit xlApp.DisplayAlerts = True Set xlWb = Nothing Set xlApp = Nothing
https://w.atwiki.jp/rangiri/pages/16.html
~Rules when you cosplay~ About Costumes ○Clothes that we prohibit wearing Revealing costumes and the costumes that fall under public obscene. (e.g. local or underwear is visible, and the local is transparent) ・Costumes that are likely to damage or stain equipment (e.g. with non-dry paints and liquids) ・Wearing the costume that corresponds to the prohibited thing to the comic market, the use of the item ○ Costumes with limited movement outside the cosplay area Costumes that is more than one meter tall or one meter wide. (e.g., costumes and costume of mechanical materials) If it is possible to decompose or deform, the larger size is possible (an attendant is required if it cannot be moved alone). ・When moving, please disassemble or deform costumes. ○Clothing that trails the floor(e.g. long skirt or cloak) When moving (including in the Cosplay area), please remove or hold it to avoid dragging. ○ Clothing that restricts visibility (e.g. helmet, mask, face, eyepatch or bandage) Please remove it while moving. ・Except for therapeutic purposes. ○An outfit that is likely to injure others(e.g. the costume that a sharp metal is fixed) Please remove it while moving. ○ Occupational Uniforms with authority such as administration, investigation and business (e.g. Police officer, fire officer, security guard) On the move, put your jacket on the costume. ・Actions, behavior, and spoofing that are mistaken for the profession are forbidden. ○ Swimsuit, Leotard, etc. Please wear a coat, cloak, when traveling on public roads(recommended route, road to disaster Prevention Park). Restrictions on garden and entrance plaza ○ Costumes that may appear to be underwear (e.g. bikini-style swimsuit) Please use the other cosplay area. ○ To post words which ordinary people feel obscene or to emit them by a loud voice. Please use the other cosplay area. About exposure ○Notes on exposure Prohibition of costumes that do not wear underwear Pasties and silicon bras are considered as underwear. ・If you wear a swimsuit , please wear a supporter or underwear. ○The prohibition of the costume that the underwear is looked directly or is seen through It includes the case that underwear is seen extremely from the gap of the chest and the armpit. ・That blasting lap of the type shown can be seen is not a problem ・For the underwear to be layered, such as over pants and under skirt, it is a costume. ○ Prohibition of costumes with many skin exposure That the breast exposure is one third and underwear cannot be seen is a standard (women only) Ask for self-defense regarding exposure In the case of photography, it is a rule to obtain permission from the cosplayer, but I recommend wearing "stocking" and "tights" for self-defense. Costumes that underwear may be seen ,when you stoop (e.g. short skirt) Costumes with many skin exposure (e.g. Bloomers, leotards, swimsuit) Costumes that underwear can be seen through in combination of colors and fabrics About items ○Items prohibited to use Prohibition of bringing to the venue. The thing that possession and the mobile are prohibited by the law Something that is likely to be caught as a crime ○Guns and swords that are regulated by the Swords method (including imitations that may violate the same law) ○Dangerous goods in the Fire Act (fuel, gunpowder, ignition, etc.) ○ The things that violate Article 175 of the criminal law or child pornography. ・Animals (except service dogs, etc.) ・Battery Kind A large battery, such as a car, is dangerous when the liquid leaks. A small, sealed battery used in a mobile phone or a notebook computer can be brought in as long as two to three. ・POPs balloons filled with helium, etc. ・Others things that preparation meeting staff, security guard, Fire department, and the police department judge dangerous by common sense. ○Items restricted to use Items imitating weapons Only those that do not fall under the swords method are allowed. ・Toy Gun (air gun, gas gun, electric gun): please unplug the bullets and gas, remove the battery, etc. and can not fire. ・Please put it in a bag, a sack, while moving. Items exceeding 2m tall or 1m wide (e.g. magic cane or cane) Take it apart and move it. https //www.comiket.co.jp/info-p/C94/C94cosplay.html (C94 コスプレおよび撮影の注意事項) 英訳担当;蘭霧 @yosuga2008 (twitter) 英訳監査;
https://w.atwiki.jp/collectosssrccord/pages/12.html
/** * Copyright (c) 2000-2007 Liferay, Inc. All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ import java.io.BufferedReader; import java.io.File; import java.io.FileInputStream; import java.io.FileReader; import java.io.IOException; import java.sql.Connection; import java.sql.DriverManager; import java.sql.PreparedStatement; import java.sql.ResultSet; import java.sql.ResultSetMetaData; import java.sql.SQLException; import java.sql.Statement; import java.util.ArrayList; import java.util.Iterator; import java.util.List; import java.util.Properties; import java.util.StringTokenizer; /** * a href="LiferaySQL.java.html" b i View Source /i /b /a * * @author Brian Wing Shun Chan * */ public class LiferaySQL { public static void main(String[] args) { String sql = ""; for (int i = 0; i args.length; i++) { sql += args[i] + " "; } if (!sql.equals("")) { new LiferaySQL(sql.trim()); } } public LiferaySQL(String sql) { System.out.println(sql); Connection con = null; PreparedStatement ps = null; ResultSet rs = null; try { Properties props = new Properties(); try { props.load(new FileInputStream(new File("db.properties"))); } catch (IOException ioe) { ioe.printStackTrace(); return; } String driver = props.getProperty("driver"); String url = props.getProperty("url"); String user = props.getProperty("user"); String password = props.getProperty("password"); Class.forName(driver); con = DriverManager.getConnection(url, user, password); con.setAutoCommit(false); File sqlFile = new File(sql); if (sqlFile.exists()) { StringBuffer sb = new StringBuffer(); BufferedReader br = new BufferedReader(new FileReader(sqlFile)); String line = null; while ((line = br.readLine()) != null) { if (!line.startsWith("--")) { sb.append(line); } } br.close(); StringTokenizer st = new StringTokenizer(sb.toString(), ";"); while (st.hasMoreTokens()) { line = st.nextToken(); System.out.println(line + ";"); ps = con.prepareStatement(line); ps.executeUpdate(); } } else if (sql.toLowerCase().startsWith("insert ") || sql.toLowerCase().startsWith("update ")) { ps = con.prepareStatement(sql); ps.executeUpdate(sql); } else { ps = con.prepareStatement(sql); rs = ps.executeQuery(sql); ResultSetMetaData rsmd = rs.getMetaData(); int[] width = new int[rsmd.getColumnCount() + 1]; StringBuffer sb = new StringBuffer(); for (int i = 1; i = rsmd.getColumnCount(); i++) { width[i] = rsmd.getColumnLabel(i).length(); } List results = new ArrayList(); while (rs.next()) { String[] rowResult = new String[rsmd.getColumnCount() + 1]; for (int i = 1; i = rsmd.getColumnCount(); i++) { Object obj = rs.getObject(i); if (obj != null) { rowResult[i] = obj.toString(); int objWidth = obj.toString().length(); if (width[i] objWidth) { width[i] = objWidth; } } else { rowResult[i] = ""; } } results.add(rowResult); } _printLine(rsmd, width, sb); for (int i = 1; i = rsmd.getColumnCount(); i++) { String label = rsmd.getColumnLabel(i); sb.append("| ").append(label); for (int j = 0; j = width[i] - label.length(); j++) { sb.append(" "); } } sb.append("|\n"); _printLine(rsmd, width, sb); Iterator itr = results.iterator(); while (itr.hasNext()) { String[] rowResult = (String[])itr.next(); for (int i = 1; i = rsmd.getColumnCount(); i++) { String s = rowResult[i]; sb.append("| ").append(s); for (int j = 0; j = width[i] - s.length(); j++) { sb.append(" "); } } sb.append("|\n"); } _printLine(rsmd, width, sb); System.out.println(sb.toString()); } con.commit(); } catch (SQLException sqle) { while (sqle != null) { sqle.printStackTrace(); sqle = sqle.getNextException(); } } catch (Exception e) { e.printStackTrace(); } finally { _cleanUp(con, ps, rs); } } private void _cleanUp(Connection con, Statement s, ResultSet rs) { if (rs != null) { try { rs.close(); } catch (Exception e) { } } if (s != null) { try { s.close(); } catch (Exception e) { } } if (con != null) { try { con.close(); } catch (Exception e) { } } } private void _printLine( ResultSetMetaData rsmd, int[] width, StringBuffer sb) throws SQLException { for (int i = 1; i = rsmd.getColumnCount(); i++) { sb.append("+"); for (int j = 0; j = width[i] + 1; j++) { sb.append("-"); } } sb.append("+\n"); } }
https://w.atwiki.jp/aa3matome/pages/43.html
September 10, 2009 - America's Army 3 Update Released [#ve4ee3dc] July 13, 2009 - America's Army 3 Update Released [#kf49719b] July 3, 2009 - America's Army 3 Update Released [#s3a14129] June 24, 2009 - America's Army 3 Update Released~ [#c343f687] June 19, 2009 - America's Army 3 Update Released [#v19d5607] September 10, 2009 - America s Army 3 Update Released [#ve4ee3dc] Patch Version 3.0.6 Training Corrected error that sometimes resulted in hangs when starting training missions Fixes single player sprint/dive failing to bring back weapon after grenade toss Adds a "valid hit" audio prompt to AIT Advanced Rifleman to make it easier to understand when the player is doing it correctly Adjusts the "valid hit" text prompt in AIT Advanced Rifleman so it disappears sooner so the reappearance of it on a second hit is more obvious Addressed issue where firing rounds in AIT SDM early would prevent the player from completing AIT SDM Fixes incorrect colors on correct/incorrect text on the CLS AAR Fix for close menu and double menus in training levels CLS AAR now shows the CLS achievement if earned SDM AAR now correctly displays the hit location on the targets Gameplay TS3 voice rules now work correctly after map rotation Corrected issue where mission success wasn t reporting properly if you weren t alive at the end of the round Restored incapacitated ROE handling so shooting incapacitated players again will give you ROE violations Grenadier role fixed so the M83 smoke grenades will appear in the role selection screen Medic treatments will work when victim is within a vault mantle volume without triggering the vault mantle action Client will now cleanup old stat cache files on start up Removes "player didn t play in round" server logging message All grenades will now properly display for all class types appropriately Fixes weapon vanishing when player crouch/slides after a grenade is thrown Fix for going prone weapon vanishing after grenade toss Setting "Brightness" now saves properly Added numerous Server Browser enhancements for performance Activates primary weapon after sprinting if player no longer has a weapon Weapon is now unzoomed/lowered when changing weapons Fixes touching M714 smoke round so it no longer gives impact damage if it has no velocity Interrupted reloads now return to the previous weapon fire mode Fixes issues related to loadout at spawn Fixes leaning players not being able to be hit in the head Fix for grenades incorrectly triggering overpressure effects Rounds are now locked to 6 rounds plus an optional OT round. Final round countdown is also locked to 10 seconds to avoid too short a time preventing correct round setup actions from occurring Fixes issue in some AARs that were displaying the incorrect rank Corrected first deployment cinematic Fixes for enemy neutralized per round counter(and other round counters) not resetting every round Kill/Death Ratio UI display now rounded to the nearest tenth Fix for quick weapon swap inconsistency Soldiers incapacitated with raised sights now lower their sights prior to going incapacitated which should fix the issue of the "large gun" view after being incapacitated Preplanner objective buttons should no longer be off the edge and not be able to be clicked Melee and M320 incapacitations should now count correctly Radial menus should no longer interrupt firing until they fade in Fix for VIP being incapacitated with no live teammates not awarding objective points as well as mission ending Fix for melee working through walls if enemy soldier up against opposite side of wall Modified appearance of CTT background Fix for players being pushed to wrong walk speed state after transitioning between raised sights up and sprinting. Now restores previous state correctly You can now use the middle mouse button for reloads and mouse button input is cleared when the radial menu appears Fix for VIP who is incapacitated and then later secured or confirmed not triggering the VIP victory Fixes door sounds to work in multiplayer Fix for end of round AAR not always showing the correct winning action player Fix for TAH briefing not having correct text Fix for FOV not right after being capacitated if player was holding breath when they were incapacitated Fixes a bug that was causing a aimpoint-scoped m249 to display the soldier s arm intersecting with the ammo case/softbag Fixes a bug which was allowing players to shoot while vaulting/mantling *Corrects loadout handling so that separate fireteams now correctly use the proper index into the team class role list to get the loadout Fixes a bug that would allow a soldier to vault/mantle while reloading a weapon (or reload a weapon while vault/mantling) Stats UI Rank display corrected Fixes advanced rifleman related achievements so SL s and FTL s are considered advanced rifleman and can earn the achievements Fixes maximum length of player or soldier name issues Adjusted the soldier overview statistics Fixes exploit relating to disabling fog by disabling FloatingPointRenderTargets in the INI Stick to the plan achievement fixed Soldier achievements should never overflow the maximum actions required to earn an achievement in the Achievements UI Several achievement rules corrected Corrects Advancement Points not being awarded properly for completing training missions Adds messaging when achievements are earned on server without enough players V for Victory scoring rules corrected Account linking should now work Account settings page now has very brief instructions on using the unit information" (clan) tag field Account settings should no longer show old information if player logs out and then creates a new account or logs in with a different account Login button should once again be highlighted Video Settings resolution selection should work better now (drop-down controls were replaced with better controls) Map vote functionality restored Vote kick UI now has room for all player names Fixes for when vote kick target leaves server - - the vote kick option now fades out Settings UI Modified the way the Accept and Cancel buttons highlight and change state to avoid player confusion Settings UI Resolution adjustment for 4 3 ratios now work properly Fixed several menu issues that could result in locking movement or not locking movement) Vanishing angled brackets (greater than/less than symbols) no longer hide the players name Support for joining a server from the aa3game.exe command line (use format "+connect " and optional "+password "). UI corrections to several Army information pages Fixes several Mission Completed scoring rules which will now allow the various distinguished role achievements to function properly Fix for group handling logic so players in multiple groups have their groups prioritized Added message sent to all players if 3 or fewer players are on teams so they know scoring won t count Fix for account settings profile update data saving/updating so that you can navigate away from and back to the menu and see your changes without having to login again Missions VIP standard loadout on Impact now has the correct number of magazines TAH volume on Impact can no longer be taken from below the building Impact now has a moving Firescout Fixed Impact level exploit where players could prone/crouch their way out of world Fixed Impact level bug where grenades could be thrown through wooden fence on SW Street *Fixed several rock collision and a collision problem on the stairs of the house in Ranch level * Collision problem with not being able to shoot through fence in Ranch barn Admin Misc In game IRC now sends the game version in the link Several support and community page links corrected New Authentication SDK with several fixes New MBS SDK with several fixes and performance improvements Fix for the PB kick when the player has PB intentionally disabled corrupting the player count on the server Updated the OpenAL DLL s included with the game to the latest from Creative Fix for Alt-Tab crash when using Vista (or DX9 in general) Fix for performing radial menu action leaving left mouse button in pressed state Admin communications console commands should now work correctly Server admins can no longer pick a team and no longer appear in the team select list Administrators no longer need to enter the GamePassword on locked servers if they use the correct AdminPW AdminRemovePlayerAdmin response message corrected July 13, 2009 - America s Army 3 Update Released [#kf49719b] Patch Version 3.0.5 More messaging when unable to connect to server for particular circumstances like full servers, etc More enhancements to PunkBuster implementation Adds in switching viewpoints during pb validation and adds in messaging to let player know something is happening Streamlined the server connect Adjusted the ftmp cleanup logic so it works properly on the server New Auth SDK that fixes MBS query issues, several crashes, and memory leaks Better feedback to players kicked from training due to not being qualified Fixes to player count in Internet Browser Fix for hud decrementing frag grenade round display when 320 ammo types are switched Frag grenade loadout fixes Cleanup of client stat file on startup so bad stats won t hang players joining training Removes "player didn t play in round" debugging message from logs Fixes accessed nones caused by mission lost statistics when player isn t alive at end of round Adjustments to clan tag support to allow use of a prefix (+ is add it as a suffix, - add as prefix, and anything else uses the "of xxx" format from 3.0.4) Prevent going prone while tossing a grenade Report full server to user message and bad/wrong password to user in message box after being kicked from server Adds in ability to left click on a server in MBS and have its information updated if it hasn t been updated recently (in last 10 minutes) Adds new message box if the connection times-out so user knows what happens if they step away and the client fails to connect to the server Added pbsetup and a simple batch wrapper to call necessary commands to setup a system for using PB (Binaries\pbsetup_help.bat) Added PunkBuster setup steps to installation July 3, 2009 - America s Army 3 Update Released [#s3a14129] Patch Version 3.0.4 Improved console help Added Clan support. Add clan tag in Account Settings. You must change information while in single player mode for now. Admin VOIP Improvements New "version" console command to see the current version Server browser performance improvements Fixes joining password protected servers so it no longer selects the server underneath the mouse cursor when clicking on the "Join" button in the password entry dialog. Fix for settings menu improperly closing when ESC pressed and leaving the player stuck with no UI and limited control Mission generation optimizations Fixed issue with logging into game servers that sometimes used another player s soldier profile. New TS3 SDK integrated Improves how server manages authentication objects Fixes issue with players being added to the scoring system not having all of their scoring data written. Fixes issue where players not logged into MBS were being logged out if they left the server prior to authenticating M320 grenade attaching issue resolved. Dedicated server title bar now shows mission and player details Fixes the "Waiting for other players" UI so it now appears again. Removes some server logging Increased communications handling to support when all players use heavy load outs. This may correct many instances where players didn t spawn correctly or get the correct load out. Fixes the M320 getting an extra round of ammo Fixes the Account Settings password changing not working properly Fixes the IRC link not working Fixes the displayed mission type (assault/defense/etc.) shown in the battle planner so it displays properly after side-swapping June 24, 2009 - America s Army 3 Update Released~ [#c343f687] AA 3.0.3 Fixes/Changes Removes Password from AA3Launch.log Fix for MBS not working after server changes to a new map Fixes TeamReady in Mission Preplanning Updated authentication SDK to improve reliability and performance Fix for freezing on training mission load Improved performance on loading maps/training missions Fixed several small memory leaks Fixed performance issue with server that caused it to load UI elements into the server (where they aren t needed) and thus use up additional CPU and memory. Modified training authentication so it is more efficient Modified AMD negative delta time exception handling so it no longer stops the server or client, but just logs the event Fixed Admin add Player Admin Fixed Admin kicking of players. Now works properly with Soldier name and has optional kick by player ID Add new AdminListPlayers to get list of players and their player ID s Removes most of the server log spam, especially that tied to missions and mission setup and ROE Fixes several issues related to ROE firing off when player is bleeding, asphyxiating, or falling after being wounded by ROE You can now strafe on ladders so you don t get stuck in Pipeline or Obstacle Course. Strafe too far and you fall off, just like AA 2.x Modified program startup to clear out any old ATS temporary files Improved scoring messaging support for training missions Fixes several scoring issues Optimizes more of the authentication code and adds better exception handling in it Adjusts STS (stats) integration to better detect invalid objects to avoid crashes Fixes issues with single player stats not correctly initializing all of the time Adds feedback to UI when player purchases training until purchase is complete (says "Purchasing") Modifies MBS to track how many players are playing vs. how many players are on the server (player + Spectators) and now MBS browser only shows the number of players (so the count won t exceed max players) Turns HUD off whenever menu is activated (still an issue with battle planner activation the first time, however) Adjusts the close menu logic to always close properly so double menus should no longer happen June 19, 2009 - America s Army 3 Update Released [#v19d5607] Removed apparent lag caused by other players entering or leaving a server Improved start of round spawn issues Resolved problem with training results not saving Improved communication with Authentication server Eliminated freezing up when moving from one training mission to another Cleared up hesitation during training missions Significantly reduce number of authentication transactions between player and Authentication server Solved achievements save and display problems Improved Login communication with Authentication server Improved player statistics tracking for better accuracy Improved overall performance
https://w.atwiki.jp/hack_asupe/pages/60.html
未翻訳 和訳できたのがあれば、下のコメント欄に書いてくれるとありがたい。Videoがない記述で行ってる動画URLでも嬉しい。一部の英文のabove等には非対応です。 用語 物理的バグ(Physics glitches) When Layer 2 or Layer 3 is scrolling and has interaction, the relative Layer 2 position ($7E002to then fly off along the6) gets added to capespins to handle interaction with between them. Normally, this resets back to Mario when it goes back to handle sprites and Layer 1, but if the game is frozen (via $9D), this doesn t happen, and the relative position keeps gets added repeatedly. This causes the cape hitbox axis of Layer 2/3 s movement during the freeze, hitting any blocks or sprites along the way. More information。 ヨッシー関係のバグ(Yoshi-related glitches) Jumping at the right angle onto a message box or light switch while riding Yoshi will "suck" Mario on top of the box, even if there is a solid block on top of it. He also won t be able to be crushed while on top of it, though you won t be able to get out otherwise. Yoshi s tongue will have unusual interacting when crossing screen borders. When crossing offscreen, it will loop to the opposite side of the screen, allowing you to pick up items on the other side. When crossing onscreen, it will "compress" toward Yoshi. An interesting advantage of this is that jumping off Yoshi when it s compressed will let Mario grab the sprite as he s jumping off. Doing this at the bottom of the screen can potentially cause the sprite to register as having despawned before Mario grabs it, allowing you to duplicate the sprite. It s possible to duplicate sprites near a level entrance by sacrificing Yoshi. Because the spawn region when entering a level (-60 to +A0) is larger than the despawn region for sprites (usually -40 to +30), a sprite can be spawned in a slot and then immediately despawned, entering its index for the sprite load status table to $161A in the process. If Mario enters the level riding a Yoshi that then takes the sprite s slot, that Yoshi will inherit that loading index due to it not being reset during level load. If you then despawn that Yoshi, the game will think it s okay to respawn the original sprite... even if that original sprite is already on-screen, or has even already been permanently killed. If $019D (part of the stack) is a value from 00 to 0C and Yoshi has a null sprite in his mouth, then Yoshi will get wings or be able to stomp the ground based on $16F5 (score sprite high X position). You can manipulate this value at any time, allowing Yoshi to freely swap out powers. If you item swap a sprite that uses extra bits (e.g. the goal tape) when Yoshi is in a higher slot than it, the sprite s extra bits will be modified. The game normally stores the extra bits with the sprite s high Y spawn position (in the format %----EE-Y) before correcting it in the sprite s initilization code; if Yoshi s tongue s code runs before the sprite s does, it will instead use the high Y position from the tongue, affecting the extra bits in the process. NOTE this glitch will NOT work in hacks that use custom sprites, due to using a specialized table for extra bits. More info。 If a keyhole is in a higher slot than a key, grabbing the key while it s stuck to Yoshi s tongue will allow the tongue to activate keyholes (even through walls). An easy method of doing this is by storing the key s slot to an invisi-Yoshi s tongue. Taking Yoshi wings or obtaining a bonus game in a room that only uses secondary exits will take Mario to a glitched exit in the bonus game room rather than the room it s supposed to go to. Lunar Magic fixes this by default. If Yoshi has a null sprite in his mouth, passing his mouth by a berry will cause him to store the berry to the null sprite (giving him a berry when he swallows). During certain frames of the swallowing animation, you can also actually eat the berry instantaneously as opposed to storing it. If a berry is located at the very bottom of a subscreen, then picking up the berry with Yoshi s mouth while he s ducking with his tongue out will cause the berry to register as eaten without actually clearing the tile. This can then be repeated infinitely. Berries don t work correctly in vertical levels. Yoshi will be unable to eat them most of the time, and when he can, they won t disappear; instead, an empty green bush tile will appear a screen below the berry s actual position, and the berry itself can be eaten an unlimited number of times. Mario can still get knocked off of Yoshi by sprites while in the sliding state, unless the sprite s clipping position is more than 13 pixels below Yoshi s when they make contact. Yoshi can lick the brown revolving platform by sticking his tongue out to the right side of its base. It won t actually do anything besides make a noise, though. Yoshi can lick the side-exit-enabled sprite by licking the center of the screen, three tiles from the bottom. It won t actually do anything besides make a noise, though. If Baby Yoshi is eating a sprite offscreen, turning while carrying an item in a higher slot than him will cause the sprite s tilemap to mess up. アイテムとオブジェクトのバグ(Item and object glitches) You can perform the above glitch with other carryable sprites by getting said sprite in slot #1 and overloading it. This will have some odd effects on the sprites when they re reset, such giving a key wings or changing a P-switch into a gold switch (acts like a blue switch, though). Mario can throw a shell up even as a Koopa is entering it, allowing him to effectively move Koopas throughout the level. Note that red and blue shells will invert their speed when the Koopa actually spawns. Similarly, if Yoshi eats a shell as a Koopa is entering it, spitting it out before its stun timer hits zero will still have the Koopa jump out of it. It s possible to bounce off Bob-ombs, Goombs, and Mechakoopas a frame before their stun timers run out. This is most notable with Bob-ombs, since you can t normally bounce off them again after they re stunned for the first time. Turnblocks can be copied from Layer 1 to Layer 2 or vice-versa by interupting their bounce sprite (even during the rotating animation) with one from a block on the destination layer If a coin is placed 16 screens away from a block and one tile higher than it, then bouncing off the top or side of this block (e.g. with noteblocks or the side-bounce turnblock) will give Mario a coin and create an invisible solid block on top. This occurs regardless of which side of the blocks the coins are actually on. However, the exact position of the coin needed for the glitch may vary depending on what screen it is on. If the sprite in the lowest filled sprite slot with object interaction is inside one of tiles 021-024 or 121-124, then all tiles outside of the level will register as the corresponding tile on Map16 page 0. They won t actually become solid when hit, but they will block Mario from below and spawn any related sprites. Notably, capespinning will briefly interrupt this effect. If a Koopa starts to jump into a shell while in the water and exits the water midway through the jump, the animation won t line up and it ll end up walking slightly further than it should. Hitting a block above the screen will cause it to dispense whatever is inside and stop giving items like usual, but its graphics won t change. 様々なバグ(Miscellaneous glitches) The net-climbing Koopas will only actually hit Mario if his feet are touching them. This means Mario can just hang off the bottom of the net to avoid them. Touching an invisible mushroom on the frame Mario s speed inverts will cause it to fly in the opposite directly than it normally would. Spawning a Bullet Bill shooter on the far left edge of a level will not only cause it to not actually spawn, but also create a shell-less green Koopa at [0,0] in every available sprite slot. If Mario touches the bottom of a solid sprite while the sprite is either touching the top border of the visible screen from above or crossing it, he will be warped to its nearest side, with the same effects as the above. This glitch works even if the screen is scrolling. As an exception to the above glitch, if a turnblock bridge is crossing the top of the visible screen and Mario s body is onscreen, he will not interact with the bottom or sides of the bridge rather than being warped to its side. In addition, if he is moving downward while touching the bridge, he will be warped on top of it; this effect can be used with vertically extending turnblock bridges to warp Mario upward, even through solid blocks. When more than two flying turnblock platforms are activated at once, they don t always move in the directions Lunar Magic claims they ll go. The directions each platform will move in also varies depending on which platform you land on; sometimes they even all move in one direction, even if they re not meant to. The game even gets confused when reversing the directions of the platforms; they don t always change direction when they re supposed to. When touching a revolving brown platform without actually being on it, some timers will decrease twice as fast. These include $1490 (star power timer), $18AC (Yoshi swallow timer), $18AE (waiting to stick Yoshi s tongue out timer), and $151C (Yoshi s tongue extension distance). Mario can be slightly offset while riding on a moving rope mechanism if he grabs on and holds the direction opposite to the direction the rope is in (though offsetting vertically without a block to assist Mario is only possible while big). This can let Mario fit in gaps that normally would not be possible while riding the rope. If a line-guided sprite hits either tile 096-099 or a tile on Map16 page P with position X such that P (0x80 (X % 8)) != 0 while falling, the tile will end up acting like whatever the last lineguide tile the sprite touched was. Then, one of two things will happen. If the sprite hits the block where the "start" of that rope tile is, it will latch on and function as it normally would if it were actually a guide. Otherwise, the sprite will end up warping vertically, with the distance depending on the sprite and certain conditions (specifically, how addresses $08 and $0A were modified prior to $01D938). For most of the sprites, this occurs in the OAM write routine making it difficult to manipulate, but for the Grinder and Fuzzy it s instead based on the Mario proximity routine, where it ll warp to the top of the subscreen Mario is on so long as he s within a 10x12 space around the sprite (though this space also repeats every 16 tiles in any direction). When flopping out of water, the standard fish sprites have a small chance of clipping inside a block upon hitting its side. This will cause the fish to either climb up the wall or clip straight through it. All underwater enemies other than basic fish will still act as if they re in water even when they re not; the only difference is that they ll sink downward as they move around. Boo rings have two slots for their data, but the first slot of data will only be used by the first boo ring spawned; all others will use the second slot. Since two rings can be spawned at a time, this causes the data from any two rings spawned more than six tiles apart after the first one to overlap. This means, if they re rotating in the same direction, the resulting ring will move at double speed. If they re in opposite directions, it ll instead be completely motionless. Each item memory bit covers an entire vertical column (or horizontal row in vertical levels) within a subscreen. This means that, if item memory is enabled, setting the bit for a block (e.g. a coin, 1-up block, Yoshi coin, etc.) will also affect all of the other blocks in the subscreen s column/row once the level is reloaded. Mario will "stick" to any platform sprites while running up walls via a purple triangle, slowing him down to the speed of the platform until it passes by. One notable use of this is that it even applies to the animation at the end of a wall where Mario reorients himself, but his horizontal speed will remain unaffected, which can cause him to clip into the tiles in the next column over. It should be noted that this works with the solid platform sprites as well, but only if Mario enters at a position where he doesn t get warped out of it. Wrong warp Taking a screen exit 256 times will reload the level from the overworld. The issue with this, however, is that the space of RAM meant for overworld data gets overwritten by level data during level load. This cause the game to try to loading the tile in the level data where the level would be in the overworld data as the translevel number to spawn Mario into. Not only does this potentially allow you to warp to any level in the game (even unused ones), it also can cause some strange effects, such the level getting used as a "no Yoshi" entrance in places not meant for one. It should be noted, however, that the "no Yoshi" entrance prevents a level from being warped to, as it will load the correct level after being run.Video、Diagram。 If a sprite has a spawn index of 65 or more (i.e. it s the 65th sprite from the left side of the level), then its "killed" status won t be reset when moving between sublevels. Hence, if you kill the 65th sprite in one room, the 65th sprite in any other room of that level will never spawn. Stopping the title screen animation on the frame Mario touches a coin will let him keep that coin even after the game is actually started. If Mario enters a room too far to the right, the level will display past the screen borders for a bit before snapping back and glitching some of the Map16 graphics until they are reloaded. Freezing the game (via $9D) on the frame a Koopa shell turns into a normal Koopa will cause its graphics to glitch during Mario s shrinking animation. Two shell-less Koopas can enter the same Koopa shell if timed correctly, but only the last one to enter before the Koopa emerges will actually have an effect on what spawns. Yoshi s head, and carried sprites, will turn invisible when in their turning state while Mario is in a cloud. This includes the improper turning state Yoshi has as a result of the layer-switch glitch. The lightest blue shade of the Magikoopa s palette is animated backwards for whatever reason. The hitbox for the extended sprite flower spawned when Wiggler is first bounced on is severely and unusually disjointed from its actual graphic. The spots at the bottom of Wendy s bow "jump" when she animates, even though there s no logical reason for them to. Destroying certain extended sprites with a star will cause their graphics to move slightly or have glitched graphics based on their orientation for a frame. Loading a level that has a "no Yoshi" entrance (by way of the 256 exit glitch or otherwise) when the entrance has already been run will prevent the cutscene from displaying, but will still function as normal, preventing both Yoshi and warps. Loading a "no Yoshi" entrance from a pipe with the 256 exit glitch will cause Mario to not animate correctly. Additionally, bringing an item will cause it to stick to a bush during the walk, and bringing a Yoshi will cause the timing of Mario s movement to get offset due to him being unable to spinjump off, causing him to walk straight through the gate (though you don t keep Yoshi, unfortunately). ロックとクラッシュ(Locks and Crashes) コメント欄 Jumping at the right ~:ヨッシーに乗ってメッセージボックスかライトスイッチに飛びかかると、マリオがそのスプライトの上に押し出される。これはスプライトの上にソリッドブロックがあっても起こる。スプライトの上にいる間、マリオは圧死しないが、抜け出せない。 言ってる意味がわからない -- 2016-10-11 16 09 33 If a keyhole is in a higher slot ~:鍵穴が鍵より高位のスロットにある時、Yの舌に掴まれた鍵は(?????)鍵穴に反応するようになる。これを行う簡単な方法は、透明Yにの舌に鍵のスロットをストアすることである。 -- 2016-10-11 16 54 34 If a berry is located at ~:木の実がサブスクリーンの十分下に位置する時、下を出したYの口で木の実をピックアップすると、タイルが更新されることなく食べたとして認識される。これは何度でも繰り返せる。 再現できない -- 2016-10-11 17 48 43 Touching an invisible mushroom ~:マリオの速度が反転するFに透明キノコに触れると、通常の反対方向に飛んでいく。 特定Fじゃない? -- 2016-10-14 19 45 48 Spawning a Bullet Bill shooter on ~:キラー砲台スプライトが画面左端より奥にあると、キラーの代わりに空きスロット分だけ裸緑ノコノコを[0,0]に毎回出現させる。 再現できない -- 2016-10-15 17 54 28 All underwater enemies other ~:プクプクを除いた水中の敵は全て水中でなくても同じように行動する。唯一の違いはそれらのスプライトは地上だと徐々に下降していくこと。 トーピードとかウニラとかは? -- 2016-10-15 20 54 04 Stopping the title screen ~:マリオがコインに触れるFで止めると、ゲームが開始された後でも コインを取得し続ける。 再現できない -- 2016-10-17 17 54 17 The lightest blue shade ~:カメックのパレットの最も明るい青色の影はいくつかの理由で裏でアニメーションする。 は? -- 2016-10-18 20 26 48 コメント すべてのコメントを見る
https://w.atwiki.jp/ondating/pages/11.html
Online dating websites provide single men and women the opportunity to meet others in their area for casual dating. For lesbian singles, it can be easy to start a casual relationship online. All you need is to create an account on an online dating website and start browsing profiles of other members. How dating sites help lesbians to find a casual date Dating apps are often considered to be just for finding a partner for a serious relationship, but in reality, they can be used to find a casual date. Some dating apps advertise themselves as being the perfect choice when it comes to meeting someone for a one-night stand or casual relationship. Matchmaking services are not the only type of dating website that girls use when they want to quickly find someone with whom they can have some fun. There are also websites for meeting people who are looking for different things. For example, women who are looking for something short-term or long-term, or something that is more permanent. Dating platforms are a great way to meet people. Some of these services are exclusively for singles looking for their future spouse, while others are exclusively for finding a casual date. The latter kind of apps have largely contributed to the theory that dating is easier. With their intuitive design and straightforward interface, you don’t have to worry about what to say or how to behave on yourfirst date. The only thing you need is to start a ‘magic’ matchmaking process. Why do many people stick to casual relationships? Casual dating online for singles is almost a new norm in modern society. It s an alternative to traditional dating that is not only less time-consuming but also more convenient. There are several advantages to this new way of meeting people, but there are also cons to it. Casual dating is becoming more common than ever, mainly because of the rise of online dating services. People who are single and looking for love use these platforms to meet someone new. These online dating sites are now generally regarded as ‘more fun’ than traditional dating methods, but there are some cons to using online dating as well. Online dating is an excellent way to make connections between people who would otherwise never come into contact with each other. It provides an opportunity for people all over the world to find their perfect match without having to make a lengthy commute. The most popular forms of online dating include matchmaking websites, as well as local singles groups that use social media platforms like Facebook or even Craigslist. Advantages and disadvantages Dating can be very exciting during the first stages. However, it can also be very frustrating and disappointing. Let’s have a look at some pros and cons of casual dating online for single lesbians. The Pros - More freedom to express yourself freely without any fear of rejection or disapproval. You are able to get to know people even if you are shy or not confident enough in your own skills. - More chances of meeting someone who has the same interests as you do. - You are less likely to feel pressured into something or get trapped in a relationship that doesn t work for you because casual dating is more about having fun and meeting new people than finding a serious partner for life. The Cons - There is always the risk of getting hurt emotionally when someone rejects you or if you discover that they don t share your interests after having invested time into the new connection. - It does not provide the stability that some people might be looking for when they are in search of love or when they want to settle down with someone.