約 3,985,180 件
https://w.atwiki.jp/wiki1_clover/pages/3.html
更新履歴 取得中です。
https://w.atwiki.jp/happyhappyhappyhappy/pages/24.html
26/Aug/2010 I finally have got PIP3FLIMPSD version. I was very tired.. I started this project from 28May2010. I finished 25Aug2010. 3 month!!! What a hell I doing?? The points I improve are... I don t know... I did the experiments this time carefully. Of course, I did earlier. One hard point I got is that I can not cut DNA with enzyme. Possibly incubation time was short.. In addition, I did enzyme cut for vectors twice during ligation. And for me, PAP was not so useful... 04/Aug/2010 The resulet was failure... Why can t I do single ligation? 14/Jun/2010 The result of BAP treatment Got it!! A lot of colonies I got without BAP treatment disapeared perfectly even though sample colonies are there. This data indicates that the colonies in the control plate is due to self-ligation of vector, and is a great step for me. I have new tip to remove background. 13/Jun/2010 I did ligation again. But a lot of colonies come up in both, ctrl and sample, again. Normaly thinking is that the vector is not cut enough. However I carried out enzyme cut for 5 hours. I can t believe that... Anyhow I did BAP treatment. I am gonna compare the samples with or without BAP treatment. 30/Jun/2010 I did ligation. However uncountable many colony comes up even in a control plate. (Experimental procedure) I put 400ng cDNA vector. I put 2microg insert. I purified both DNAs. Takara ligation kit ver. 2.1 was used. I enter 6 microl ligation solution, 5microl insert, 1 microl vector. on ice for 5 min. heart shock for 45 sec. on ice for 5 min. Add 400 microl SOC buffer and incubated 30min. plating this solution. The points I doubt.. 1. Exactly KpnI and XhoI works some extent, because the cut insert band is visible. However possibly the ability of cut of enzyme becames lower. I used KpnI earlier and works well. So I guess kpnI is gonna fine. Concern is XhoI. So what I have to do is to change enzyme. 2. There a monster of colony both in control and insert plate. I suspect that SOC from Takara is contaminated. I am gonna use LB buffer I prepared. Solution comtamination check. 3. If there is not containing Amp, all of colonies are gonna come up. I am gonna contain Amp in the plate in advance. Solution Possibly the concentration of Amp is low. I am gonna plate E.coli without amp on the amp plate. 4. Effect of dam methylase I look up the effect of dam methylase on kpnI and XhoI. But there is no referenece for this. So, It is gonna be no problem.
https://w.atwiki.jp/scfa5/pages/9.html
OverMind INFO OMの最大HP、最大EN、EXP、今のレベル、使っていないスキルポイントがわかります。 Use Skill Points レベルアップで得たスキルポイントを使うところです。 OMは最大Lv8まで上がるので、 スキルポイントは7まで得られます。 ・Metabolic Boost OMのHPRegenrate +15% ・Cerebellum Glands OMのENRegenrate +15% ・Metasynaptic Node OMのPOWERSのダメージ+8% Upgrade(Lv4から) OMのステータスをUPさせます。 ・Overmind Shell Upgrade OMのHP・HPRegenrate +100%
https://w.atwiki.jp/toho/pages/4734.html
One Love サークル:ちくたくとーん Number Track Name Arranger Original Works Original Tune Length 01 come from far east ~ Introduction りく 幺樂団の歴史5 テーマオブイースタンストーリー [-- --] 02 人形遣いのエチュード りく 東方妖々夢 ブクレシュティの人形師 [-- --] 人形裁判 03 wait for thawing(tik-tak-tone ver.) りく 東方妖々夢 広有怪鳥射事 [-- --] 04 華に蝶舞う黄泉平良坂(Album ver.) りく 東方妖々夢 幽雅に咲かせ、墨染の桜 [-- --] 05 Phantomize ~ Interlude りく 幺樂団の歴史5 テーマオブイースタンストーリー [-- --] 06 そして私もいなくなる りく 東方紅魔郷 U.N.オーエンは彼女なのか? [-- --] 07 桜が逝くとき(tik-tak-tone ver.) りく 東方妖々夢 東方妖々夢 [-- --] 08 Through the Looking-Mirror, and What Mary Found There Yuy 蓮台野夜行 魔術師メリー [-- --] 09 Clockworks りく 東方紅魔郷 月時計 [-- --] 10 Muzzle Flash りく 東方永夜抄 狂気の瞳 [-- --] 11 その風景にあの日あなたを重ねて(Album ver.) りく 東方妖々夢 幽雅に咲かせ、墨染の桜 [-- --] アルティメットトゥルース 12 back to far east ~ Outroduction りく 幺樂団の歴史5 テーマオブイースタンストーリー [-- --] 詳細 博麗神社例大祭7(2010/3/14)にて頒布 イベント価格:100円 ショップ価格:なし Guest Yuy : (t=NODE) レビュー 名前 コメント
https://w.atwiki.jp/vocaloidchly/pages/5670.html
作詞:KKK_KKK 作曲:KKK_KKK 編曲:KKK_KKK 歌:巡音ルカ 翻譯:yanao 基於相互尊重,請取用翻譯者不要改動我的翻譯,感謝 Looting Love 不時會接到的 那些Telephone Call 雖然總是很在意卻又裝作毫無所悉 雖然不可以超過戀愛的界線 但只有一次的話也沒關係嘛 如果是現在的你已經無法讓我滿足了 就像是「不管是你或是我不都是一樣的嗎?」 雖然講著一堆歪理 讓人相當困擾 但只要不去理解那也就無所謂啦 討厭的地方早就已經成了眼中釘 說不定早就已經討厭到受不了的地步了? 但是又變得無法坦率說出自己的心變得好寂寞 拖拖拉拉的到了現在 I put a distinction 簡訊沒有回應 變得自暴自棄 雖然再也無法忍耐下去 卻又好喜歡你 It may break up after all 結果會變成那樣嗎 所以快點啊 緊緊擁抱我吧 My love is Looting Love 希望不會被發現呢 但是啊Looting Love 只是淺嚐即止的話應該也可以吧? My love is Looting Love 是不能觸碰的東西 但是啊Looting Love My love is Looting forever 被掠奪而又不會回來 這樣下去我看不見你啊 我至少還知道 那樣是不可以的所以拜託了 請不要阻撓我喔 請你就在旁邊靜靜看著吧 雖然在這之後是不能做這種事的 但心情變得好寂寞 only you 就算說了謊 對我來說我只擁有你而已 My love is Looting Love 希望不會被發現呢 但是啊Looting Love 只是淺嚐即止的話應該也可以吧? My love is Looting Love 是不能觸碰的東西 但是啊Looting Love My love is Looting forever 被掠奪而又不會回來 這樣下去我看不見你啊
https://w.atwiki.jp/bzspirit/pages/108.html
[429] Client error `POST https //webservices.amazon.co.jp/paapi5/getitems` resulted in a `429 Too Many Requests` response { __type com.amazon.paapi5#TooManyRequestsException , Errors [{ Code TooManyRequests , Message The request was de (truncated...) リリース 1995年7月7日 規格 8cmシングル 収録時間 7分28秒 レーベル BMGルームス プロデュース 松本孝弘 収録曲 love me, I love you (3 19) 東京 (4 08) 名前 コメント
https://w.atwiki.jp/mhfclover/pages/11.html
コメントプラグイン @wikiのwikiモードでは #comment() と入力することでコメントフォームを簡単に作成することができます。 詳しくはこちらをご覧ください。 =>http //atwiki.jp/guide/17_60_ja.html たとえば、#comment() と入力すると以下のように表示されます。 名前 コメント
https://w.atwiki.jp/dslbookwip/pages/12.html
このページはhttp //martinfowler.com/dslwip/Intro.htmlからの引用です | DSL-WIP Home | WORK-IN-PROGRESS - this material is still under development An Introductory Example Last significant update 06 Aug 07 Contents Miss Grant s Controller The State Machine Model Programming the Controller with a Domain Specific Language Languages and Model Using Code-Generation Using Language Workbenches Visualization Picking up this book, you may be asking yourself such questions as what is a DSL , how does it fit in with my usual development work and why would I find such a thing useful ? This chapter begins by looking at these questions. I ll talk about what a DSL is, the various types of DSL, the reasons to use a DSL, and the broader topic of language processing. At this stage I won t talk about how the various styles of DSL work - we ll get into that later. Miss Grant s Controller As is usual for me, I ll base this discussion on an example, as I find that a concrete example usually makes it easier to follow an abstract topic like this. Let s imagine a company that makes systems to control access to secret compartments. Their customers are people who are bored with numeric keypads and security codes, instead preferring something recalling bad movies set in gothic castles. So Miss Grant has a secret compartment in her bedroom that is normally locked and concealed. To open it she has to close the door, open the second draw in her chest, turn her bedside light on - and then the secret panel is unlocked for her to open. Mr G has the same basic system for a panel in his bedroom. He has to open his bathroom door and turn on the main light which allows him to open the panel. The panel reveals a safe, but it has an overriding lock that cannot be opened unless he turns his light off and on again. Mr C has a compartment in his office, he has to close his main door, take a picture off the wall, turn his desklight on three times, open the top draw of his filing cabinet, turn the desklight off - and then the panel s unlocked. If he forgets to turn the desklight off, he wants an alarm to sound. Although this example is deliberately whimsical, the underlying point isn t that unusual. What we have is a family of systems which share most components and behaviors, but have some important differences. In this case we have some kind of controller software which communicates with various devices around the room. The variability is in the sequence of actions that can be carried out and the actions that the software does as a result of these sequences. We want to arrange things so that the company can install a new system with the minimum of effort, so it must be easy for them to program the sequence of actions into the controller. Looking at their many customers they realize there is a common theme to the way they behave. The various devices send events as they are manipulated. The system reacts differently to events depending on the recent sequence of events. This style of thinking about behavior is that of a state machine. Thus it makes sense to build a model of a state machine that can be programmed for individual customers at each site. That way the general behavior can be resued for each customer and setting up a new customer just means writing the specific things for each case. The software is written in java, running on a job lot of toasters they picked up from a failed dot com. The State Machine Model There are many varieties of state machine models around, this one is simple, and with a little twist for the this particular case. There are frameworks out there to run state machines, but we can do with something much simpler that s more suited to this particular domain. By doing this we give up some power for an easier job working with it. This issue isn t really part of the DSL discussion so I won t explore it further. To help understand how the state machine model works, let s take Miss Grant s system. Figure 1 State diagram for Miss Grant The system has a controller that receives events and commands from the various devices scattered around. Each event and command has a four letter code that s the actual signal sent through the communication channels. I want to refer to these in the controller code with symbolic names, so I create event and command classes with a code and a name. I keep them as separate classes (with a superclass) as they play different roles in the controller code. class AbstractEvent... private String name, code; public AbstractEvent(String name, String code) { this.name = name; this.code = code; } public String getCode() { return code;} public String getName() { return name;} public class Command extends AbstractEvent public class Event extends AbstractEvent Figure 2 Class diagram of the state machine framework [TBD Add reset event association to class diagram] The key to the structure is that state class. Each state class keeps track of the events and commands. class State... private String name; private List Command actions = new ArrayList Command (); private Map String, Transition transitions = new HashMap String, Transition (); public void addTransition(Event event, State targetState) { transitions.put(event.getCode(), new Transition(this, event, targetState)); } class Transition... private final State source, target; private final Event trigger; public Transition(State source, Event trigger, State target) { this.source = source; this.target = target; this.trigger = trigger; } public State getSource() {return source;} public State getTarget() {return target;} public Event getTrigger() {return trigger;} public String getEventCode() {return trigger.getCode();} The state machine holds on to its start state. class StateMachine... private State start; public StateMachine(State start) { this.start = start; } Any other states in the machine are then those that are reachable from this state. class StateMachine... public Collection State getStates() { List State result = new ArrayList State (); gatherForwards(result, start); return result; } private void gatherForwards(Collection State result, State start) { if (start == null) return; if (result.contains(start)) return; else { result.add(start); for (State next start.getAllTargets()) { gatherForwards(result, next); } return; } } class State... Collection State getAllTargets() { List State result = new ArrayList State (); for (Transition t transitions.values()) result.add(t.getTarget()); return result; } There is one particular wrinkle to this problem. These controllers have a particular nature to them in that most of the time they are in their start state, which is effectively an idle state. There are events that advance the state machine, and there are events that take you back to that start state. For this case opening the door always takes you back to the start. So I let the machine keep track of reset events. class StateMachine... private List Event resetEvents = new ArrayList Event (); public void addResetEvents(Event... events) { for (Event e events) resetEvents.add(e); } I don t need to have a separate structure for reset events here. I could handle this by simply declaring extra transitions on the state machine like this class StateMachine... private void addResetEvent_byAddingTransitions(Event e) { for (State s getStates()) if (!s.hasTransition(e.getCode())) s.addTransition(e, start); } I prefer explicit reset events on the machine becuase that better expresses the intention of what I m trying to do. While it does complicate the machine a bit, it keeps the clarity of my intention of how a general machine is supposed to work, as well as keeping the intention of how a particular machine is defined. With the structure out of the way, now lets move on to the behavior. As it turns out, it s really quite simple. The controller has a handle method that takes the event code it receives from the device. class Controller... private State currentState; private StateMachine machine; public CommandChannel getCommandChannel() { return commandsChannel; } protected CommandChannel commandsChannel; public void handle(String eventCode) { if (currentState.hasTransition(eventCode)) transitionTo(currentState.targetState(eventCode)); else if (machine.isResetEvent(eventCode)) transitionTo(machine.getStart()); // ignore unknown events } private void transitionTo(State target) { currentState = target; currentState.executeActions(commandsChannel); } class State... public boolean hasTransition(String eventCode) { return transitions.containsKey(eventCode); } public State targetState(String eventCode) { return transitions.get(eventCode).getTarget(); } public void executeActions(CommandChannel commandsChannel) { for (Command c actions) commandsChannel.send(c.getCode()); } class StateMachine... public boolean isResetEvent(String eventCode) { return resetEventCodes().contains(eventCode); } private List String resetEventCodes() { List String result = new ArrayList String (); for (Event e resetEvents) result.add(e.getCode()); return result; } It ignores any events that are not registered on the state. For any events that are recognized, it transitions to the target state and executes any commands defined on that target state. Programming the Controller with a Domain Specific Language Now I ve implemented the state machine model, I can now program Miss Grant s controller like this. Event doorClosed = new Event( doorClosed , D1CL ); Event drawOpened = new Event( drawOpened , D2OP ); Event lightOn = new Event( lightOn , L1ON ); Event doorOpened = new Event( doorOpened , D1OP ); Event panelClosed = new Event( panelClosed , PNCL ); Command unlockPanelCmd = new Command( unlockPanel , PNUL ); Command lockPanelCmd = new Command( lockPanel , PNLK ); Command lockDoorCmd = new Command( lockDoor , D1LK ); Command unlockDoorCmd = new Command( unlockDoor , D1UL ); State idle = new State( idle ); State activeState = new State( active ); State waitingForLightState = new State( waitingForLight ); State waitingForDrawState = new State( waitingForDraw ); State unlockedPanelState = new State( unlockedPanel ); StateMachine machine = new StateMachine(idle); idle.addTransition(doorClosed, activeState); idle.addAction(unlockDoorCmd); idle.addAction(lockPanelCmd); activeState.addTransition(drawOpened, waitingForLightState); activeState.addTransition(lightOn, waitingForDrawState); waitingForLightState.addTransition(lightOn, unlockedPanelState); waitingForDrawState.addTransition(drawOpened, unlockedPanelState); unlockedPanelState.addAction(unlockPanelCmd); unlockedPanelState.addAction(lockDoorCmd); unlockedPanelState.addTransition(panelClosed, idle); machine.addResetEvents(doorOpened); I look at this last bit of code as quite different in nature to the previous peices. The earlier code described how to build the state machine model, this last bit of code is about how to configure that model for one particular controller. You often see divisions like this. On the one hand is library, framework, or component implementation code; on the other is configuration or component assembly code. Essentially it is the separation of common code from variable code. We structure the common code in a set of components that we then configure for different purposes. Here is another way of representing that configuration code. stateMachine start = idle event name= doorClosed code= D1CL / event name= drawOpened code= D2OP / event name= lightOn code= L1ON / event name= doorOpened code= D1OP / event name= panelClosed code= PNCL / command name= unlockPanel code= PNUL / command name= lockPanel code= PNLK / command name= lockDoor code= D1LK / command name= unlockDoor code= D1UL / state name= idle transition event= doorClosed target= active / action command= unlockDoor / action command= lockPanel / /state state name= active transition event= drawOpened target= waitingForLight / transition event= lightOn target= waitingForDraw / /state state name= waitingForLight transition event= lightOn target= unlockedPanel / /state state name= waitingForDraw transition event= drawOpened target= unlockedPanel / /state state name= unlockedPanel action command= unlockPanel / action command= lockDoor / transition event= panelClosed target= idle / /state resetEvent name = doorOpened / /stateMachine This style of representation should look familiar to most readers, I ve expressed it as an XML file. There are several advantages to doing it this way. One obvious reason is that now we don t have to compile a separate java program for each controller we put into the field - instead we can just compile the state machine components plus an appropritate parser into a common jar, and ship the xml file to be read when the machine starts up. Any changes to the behavior of the controller can be done without having to distribute a new jar. (We do, of course, pay for this in that any mistakes in the syntax of the configuration can only be detected at run time.) A second advantage is in the expressiveness of the file itself. We no longer need to worry about the details of making the various connections through variables. Instead we have a more declarative approach that in many ways reads much more clearly. We re also limited in that we can only express configuration in this file - limitations like this often are helpful because they can reduce the chances for people making mistakes in the component assembly code. These advantages are why so many frameworks in Java and C# are configured with XML configuration files. These days it sometimes feels that you re doing more programming with XML than you are with main programming language. Here s another version of the configuration code. events doorClosed D1CL drawOpened D2OP lightOn L1ON doorOpened D1OP panelClosed PNCL end resetEvents doorOpened end commands unlockPanel PNUL lockPanel PNLK lockDoor D1LK unlockDoor D1UL end state idle actions {unlockDoor lockPanel} doorClosed = active end state active drawOpened = waitingForLight lightOn = waitingForDraw end state waitingForLight lightOn = unlockedPanel end state waitingForDraw drawOpened = unlockedPanel end state unlockedPanel actions {unlockPanel lockDoor} panelClosed = idle end This is code, although not in a syntax that s familiar to you. In fact it s a custom syntax that I made up for this example. I think it s a syntax that s easier to write, and above all easier to read, than the XML syntax. It s terser and avoids a lot of the quoting and noise characters that the XML suffers from. You probably wouldn t have done it exactly the same way, but the point is that you can construct whatever syntax you and your team prefers. You can still load it in at runtime (like the XML) but you don t have to (as you don t with the XML) if you want it at compile time. This language is a Domain Specific Language, and shares many of the characteristics of DSLs. Firstly it s suitable only for a very narrow purpose - it can t do anything other than configure this particular kind of state machine. As a result the DSL is very simple - there s no facility for control structures or anything else. It s not even Turing complete. You couldn t write a whole application in this language - all you can do is describe one small aspect of an application. As a result the DSL has to be combined with other languages to get anything done. But the simplicity of the DSL means it s easy to edit and process. Now look again at the XML representation. Is this a DSL? I would argue that it is. It s wrapped in an XML carrier syntax - but it s still a DSL. This example thus raises a design issue - is it better to have custom syntax for a DSL or an XML syntax? The XML syntax can be easier to parse since people are so familiar with parsing XML. (As it happened for this example it took me the about the same amount of time to write the parser for the custom syntax as it did for the XML.) I d contend that the custom syntax is much easier to read, at least in this case. But however you view this choice the core trade-offs around DSLs are the same. Indeed you can argue that most XML configuration files are essentially DSLs. Let s go back a step further, back to the configuration code in Java I showed you earlier - is that a DSL? While you re thinking about that question look at this code. Does this look like a DSL for this problem? event doorClosed, D1CL event drawOpened, D2OP event lightOn, L1ON event doorOpened, D1OP event panelClosed, PNCL command unlockPanel, PNUL command lockPanel, PNLK command lockDoor, D1LK command unlockDoor, D1UL resetEvents doorOpened state idle do actions unlockDoor, lockPanel transitions doorClosed = active end state active do transitions drawOpened = waitingForLight, lightOn = waitingForDraw end state waitingForLight do transitions lightOn = unlockedPanel end state waitingForDraw do transitions drawOpened = unlockedPanel end state unlockedPanel do actions unlockPanel, lockDoor transitions panelClosed = idle end It s a bit noisier than the custom language earlier, but still pretty clear. Readers who have similar language likings to me will probably know that it s Ruby. Ruby gives me a lot of syntactic options that makes for more readable code, so I can make it look very similar to the custom language. Ruby developers would consider this code to be a DSL. I use a subset of the capabilities of Ruby and capture same ideas as our XML and custom syntax. Essentially I m embedding the DSL into ruby, using a subset of ruby as my syntax. To an extent this is more a matter of attitude than of anything else. I m choosing to look at the Ruby code through DSL glasses. But it s a point of view with a long tradition - Lisp programmers often think of creating DSLs inside Lisp. This brings me to pointing out that there are two kinds of textual DSLs which I call external and internal DSLs. AnExternal DSLis a domain specific language represented in a separate language to the main programming language it s working with. This language may be a custom syntax, or it may follow the syntax of another representation (like XML). AnInternal DSLis DSL expressed within the syntax of a general purpose language. It s a stylized use of that language for a domain specific purpose. You may also hear the termembedded DSLas a synonym for internal DSL. Although it is fairly widely used, I avoid this term because you also hear embedded language applied to scripting languages embedded within applications such as VBA in Excel or Scheme in the Gimp. So I use internal DSL to avoid confusion. Now think again about the original java configuration code - is this a DSL? I would argue that it isn t. That code feels like stitching together with an API, while the ruby code above has more the feel of a declarative language. Does this mean you can t do an internal DSL in Java? How about this? public class BasicStateMachine extends StateMachineBuilder { Events doorClosed, drawOpened, lightOn, panelClosed; Commands unlockPanel, lockPanel, lockDoor, unlockDoor; States idle, active, waitingForLight, waitingForDraw, unlockedPanel; ResetEvents doorOpened; protected void defineStateMachine() { doorClosed. code( D1CL ); drawOpened. code( D2OP ); lightOn. code( L1ON ); panelClosed.code( PNCL ); doorOpened. code( D1OP ); unlockPanel.code( PNUL ); lockPanel. code( PNLK ); lockDoor. code( D1LK ); unlockDoor. code( D1UL ); idle .actions(unlockDoor, lockPanel) .transition(doorClosed).to(active) ; active .transition(drawOpened).to(waitingForLight) .transition(lightOn). to(waitingForDraw) ; waitingForLight .transition(lightOn).to(unlockedPanel) ; waitingForDraw .transition(drawOpened).to(unlockedPanel) ; unlockedPanel .actions(unlockPanel, lockDoor) .transition(panelClosed).to(idle) ; } } It s formatted oddly, and uses some unusual programming conventions, but it is valid Java. It s java written in what is these days called a Fluent Interface style. AFluent Interfaceis an API that s designed to read like an internal DSL. This I would call a DSL - although it s more messy than the ruby DSL it still has that declarative flow that a DSL needs. What makes a fluent interface different to a normal API? This is a tough question that I ll spend more time onlater), but it comes down to a rather fuzzy notion of a language-like flow. Given this distinction it s useful to have a name for a non-fluent API - I ll use the termcommand-query API. Languages and Model There s an important inter-relationship here between the various DSLs and the underlying state-machine model. To implement each of these languages I wrote code that translated from expressions in the DSL into calls on the command-query interface of the model. So while I was parsing the custom syntax version and came across commands unlockPanel PNUL I would create a new command object (new Command( unlockPanel , PNUL )) and keep it to one side (in aSymbol Table) so that when I sawactions {unlockPanelI could add it to the appropriate state (usingaddAction). As a result each DSL I ve shown you created the same configuration of objects in the model. The model, as I discussed earlier, is the engine that provides the behavior of the state-machine. So once we have a populated model, we have a running program whose behavior is encoded in the inter-relationships between the objects in that model. This style is often called an Active Object Model, because in order to understand the behavior of the state machine you can t just look at the code, you also have to look at the way object instances are wired together. Of course this is always true to some extent, any program gives different results with different data, but there is a sense of a greater difference here as the presence of the state objects alters the behavior of the system to a significantly greater degree. When people discuss a programming language you often hear them talk about syntax and semantics. The syntax captures the legal expressions of the program, what in the custom syntax DSL is captured by the grammar. The semantics of a program is what it means, that is what it does when it executes. In this case it is the model that defines those semantics - which is why I will refer to it as aSemantic Model. In this example theSemantic Modelis an object model. ASemantic Modelcan also take other forms. It can be a pure data structure with all behavior in separate functions. I would still refer to it as an active model, because the data structure defines the program s behavior. Looking at it from this point of view, the DSL merely acts as a mechanism for expressing how the model is configured. I often refer to a DSL as a thin facade over a framework. Much of the benefits of using this approach comes from the model rather than the DSLs. The fact that I can easily configure a new state machine for a customer is a property of the model, not the DSL. The fact that I can make a change to a controller at run-time, without compiling, is a feature of the model, not the DSL. The fact I m reusing code across multiple installations of controllers is a property of the model, not the DSL. A model provides many benefits without any DSLs present. As a result we use them all the time. We use libraries and frameworks to wisely avoid work. In our own software we construct our own models, building up abstractions that allow us to program faster. Good models, whether published as libraries and frameworks or just serving our own code, can work just fine without any DSL in sight. But DSLs can enhance the the capabilities of a model. The right DSL makes it easier to understand what a particular state machine does. Some DSLs allow you to configure the model at run time. DSLs are thus a useful adjunct to some models. In discussing this example I described a circumstance where the model was built first, and then I layered a DSL over the model to help manipulate it. I described it that way becuase I think that s an easy way to understand how DSLs fit into software development. Although the model-first case is a common one, it isn t the only one. In a different scenario you talk with the domain experts and posit that a state machine approach is something they understand. You then work with the domain experts to create a DSL that they can understand. In this case you build the DSL and model simultaneously. Using Code-Generation In my discussion so far, I process the DSL by populating theSemantic Modeland then execute theSemantic Modelto provide the behavior that I want from the controller. This approach is what s known in language circles as interpretation. When weinterpretsome text, we parse it and immediately produce the result that we want from the program. (Interpret is a tricky word in software circles, since it carries all sorts of connotations for people, however I ll use it strictly to mean this form of immediate execution.) In the language world, the alternative to interpretation is compilation. Withcompilation, we parse some program text and produce an intermediate output, which is then separately processed to provide the behavior we desire. In the context of DSLs the compilation approach is usually referred to ascode-generation. In this case this might mean generating some java code to represent the particular behavior of Miss Grant s controller. Code generation is often awkward in that it often pushes you to an extra compilation. To build your program you have to first compile the state framework and the parser, then run the parser to generate the source code for Miss Grant s controller, then compile that generated code. This makes your build process much more complicated. However an advantage of code generation is that there s no reason why you have to generate code in same programming language that you use for the parser. In this case you can avoid the second compilation step by generating code for a dynamic language such as javascript or jruby. Code generation is also useful when you want to use DSLs with a language platform that doesn t have the tools for DSL support. I ve come across recent projects that generate code for MathCAD, SQL, and COBOL. Many writings on DSLs focus on code-generation, even to the point of making code-generation the primary aim of the exercise. As a result you can find articles and books extolling the virtues of code-generation. In my view, however, code-generation is merely an implementation mechanism, one that isn t actually needed in most cases. Certainly there are plenty of times when you must use code-generation, but there are even more plenty of times when you don t need it. Using code-generation is one case where many people don t use aSemantic Model. In this case you parse the input text and directly produce the generated code. Although this is a common way of working with code-generated DSLs, it isn t one I reccommend for any but the very simplest cases. Using aSemantic Modelallows me to separate the parsing, the execution semantics, and the code generation into separate problems. This separation makes the whole exercise a lot simpler. It also allows me to change my mind. I can change my DSL from an internal to an external DSL (say) without altering my code-generation routines. Similarly I can easily generate multiple outputs without complicating my parse. I can also use both an interpreted model and code generation off the sameSemantic Model. As a result for almost all of this book, I m going to assume aSemantic Modelis present and the centre of the DSL effort. Using Language Workbenches The two styles of DSL I ve shown so far (internal and external) are the traditional ways of thinking about DSLs. They may not be as widely understood and used as they should be, but they have a long history and moderately wide usage. As a result the rest of this book concentrates on getting you started with these approaches using tools that are mature and easy to obtain. But there is a whole new category of tools on the horizon that could change the game of DSLs significantly tools I call Language Workbenches. ALanguage Workbenchis tool designed to help people create new DSLs, together with high quality tooling required to use those DSLs effectively. One of the big disadvantages of using an external DSL is that you re stuck with relatively limited tooling. Setting up syntax highlighting with a text editor is about as far as most people go. While you can argue that the simplicity of a DSL and the small size of the scripts means that may be enough, there s also an argument for the kind of sophisticated tooling that modern post-IntelliJ IDEs support. Language Workbenches make it easy not just to define a parser, but also to define a custom editing environment for that language. All of this is valuable, but the truly interesting aspect of language workbenches is that they allow a DSL designer to go beyond the the traditional text-based source editing, to different forms of language. The most obvious example of this is support for diagrammatic languages, which would allow me to specify the secret panel state machine directly with a state transition diagram. Figure 3 The secret panel state machine displayed in the MetaEdit language workbench.(source MetaCase) Not just does a tool like this allow you to have diagrammtic languages, it also allows you to look at a DSL script from multiple perspectives. In Figure3there is a diagram, but also lists of states and events, and a table to enter the event codes (which could be ommitted from the diagram if there s too much clutter there). This kind of multi-pane visual editing environment has been around for a while in lots of tools, but it s been a lot of effort to build something like this for yourself. One promise of language workbenches is that they make it quite easy to do this, certainly I was easily able to put together a similar example to Figure3quite quickly on my first play with the MetaEdit tool. The tools allows me to define theSemantic Modelfor state machines, define the graphical and tabular editors in Figure3and write a code generator from theSemantic Model. However, while such tools certainly look good, many developers are naturally suspicious of such doodleware tools. There are some very pragmatic reasons why a textual source representation makes sense. As a result other tools head in that direction, providing post-IntelliJ style capabilities such as syntax-directed editing, symbol completion and the like to textual languages. My own suspicion here is that if language workbenches really take off, the languages they ll produce aren t anything like what we consider to be a programming language. One of the common benefits of tools like this is that they allow non-programmers to program. I often sniff at that notion by pointing out that this was the original intent of COBOL. Yet I must also acknowledge a programming environment that has been extremely successful in providing programming tools to non-programmers who program without thinking of themselves of programming - spreadsheets. In programming language terms spreadsheets are based on a quite unusual computational model. Their appeal comes from a very deep integration of the notions of language and tool. Thus it s no surprise that Charles Simonyi combines both a history of development of these kinds of user tools with a long history of developing ideas in language workbenches. As a result I think that language workbenches have a remarkable potential. If they fulfill this they could entirely change the face of software development. This potential, however profound, is still somewhat in the future. It s still early days for language workbenches with new approaches appearing regularly and older tools still subject to deep evolution. As a result I don t have that much to say about them here, as I think they will change quite dramatically during the hoped-for lifetime of this book. But I do have a chapter on them at the end, as I think they are well worth keeping an eye on. Visualization One the great advantages of using a Language Workbench is that this enables you to a wider range of representations of the DSL, in particular graphical representations. However even with a textual DSL you can obtain a diagrammatic representation. Indeed we saw this very early on in this chapter. When looking at Figure1it might have struck you that the diagram was not as neatly drawn as I usually do. The reason for this is that I didn t draw the diagram, I generated it automatically from theSemantic Modelof Miss Grant s controller. Not just do my state machine classes execute, they also are able to render themselves use the dot language. The dot langauge is part of the GraphViz package, which is an open-source tool that allows you to describe mathematical graph structures (nodes and edges) and then automatically plot them. It figures out how to lay out the graph, you just tell it what the nodes and edges are, what shapes to use, and some other hints. Using a tool like GraphViz is extremely helpful for many kinds of DSLs because it gives another representation. Thisvisualizationrepresentation is similar to the DSL itself in that it allows a human to understand the model. The diference between a visualization and the source is that it isn t editable - however it can provide options that are too hard in an editable form, such as a diagram like this. In the terms of a language workbench you can think of a visualization as a read-only projection. It s something that can be less important for graphical language workbenches, since you use a diagram anyway, but it s still sometimes a handy technique. Visualizations don t have to be graphical. I often use a simple textual visualization to help me debug while I m writing a parser. I ve seen people generate visualizations in Excel to help communicate with domain experts. The point is that once you have done the hard work of creating a component framework like this, adding visualizations is really easy. You ll note here that the visualizations are produced from the framework, not the DSL, so you can do this even if you aren t using a DSL to populate the framework. Indeed the techniques in this book can be used for creating visualizations above and beyond DSL usage. A partial parser for a general purpose language can be used to visualize useful aspects of a general purpose program. Any interesting data strucutre can be visualized in interesting ways. Significant Revisions 06 Aug 07 First Draft 09 Apr 08 Split example from general issues
https://w.atwiki.jp/clover-aineko/pages/4.html
ニュース @wikiのwikiモードでは #news(興味のある単語) と入力することで、あるキーワードに関連するニュース一覧を表示することができます 詳しくはこちらをご覧ください。 =>http //atwiki.jp/guide/17_174_ja.html たとえば、#news(wiki)と入力すると以下のように表示されます。 メトロイド ドレッド攻略Wiki - Gamerch(ゲーマチ) 【まおりゅう】最強パーティー編成とおすすめキャラ【転スラアプリ】 - Gamerch(ゲーマチ) 【グランサガ】リセマラ当たりランキング - グランサガ攻略wiki - Gamerch(ゲーマチ) Among Us攻略Wiki【アマングアス・アモングアス】 - Gamerch(ゲーマチ) マニュアル作成に便利な「画像編集」機能を提供開始! - ナレッジ共有・社内wikiツール「NotePM」:時事ドットコム - 時事通信 マニュアル作成に便利な「画像編集」機能を提供開始! - ナレッジ共有・社内wikiツール「NotePM」 - PR TIMES 【Apex Legends】ヴァルキリーの能力と評価【エーペックス】 - Gamerch(ゲーマチ) モンハンライズ攻略Wiki|MHRise - AppMedia(アップメディア) 【ウインドボーイズ】リセマラ当たりランキング(最新版) - ウインドボーイズ攻略Wiki - Gamerch(ゲーマチ) ポケモンBDSP(ダイパリメイク)攻略wiki - AppMedia(アップメディア) SlackからWikiへ!シームレスな文章作成・共有が可能な「GROWIBot」リリース - アットプレス(プレスリリース) 【ウマ娘】ナリタブライアンの育成論|URAシナリオ - Gamerch(ゲーマチ) 【ウマ娘】ヒシアケボノの育成論|URAシナリオ - Gamerch(ゲーマチ) 【ウマ娘】フジキセキの育成論|URAシナリオ - Gamerch(ゲーマチ) ドラゴンクエストけしケシ攻略Wiki - Gamerch(ゲーマチ) 【ウマ娘】スコーピオ杯のコース解説と強いスキル - Gamerch(ゲーマチ) サモンズボード攻略wiki - GameWith 【スタオケ】カード一覧【金色のコルダスターライトオーケストラ】 - Gamerch(ゲーマチ) 【スマブラSP】ソラのコンボと評価【スマブラスペシャル】 - Gamerch(ゲーマチ) 【ブレフロレゾナ】リセマラ当たりランキング【ブレイブフロンティアレゾナ】 - ブレフロR攻略Wiki - Gamerch(ゲーマチ) 【ポケモンユナイト】サーナイトの評価と性能詳細【UNITE】 - Gamerch(ゲーマチ) 仲村トオル、共演者は事前に“Wiki調べ” - 沖縄タイムス 【ENDER LILIES】攻略チャートと全体マップ【エンダーリリィズ】 - Gamerch(ゲーマチ) 【ウマ娘】あんしん笹針師の選択肢はどれを選ぶべき? - Gamerch(ゲーマチ) 【ポケモンユナイト】アップデート情報・キャラ調整まとめ - ポケモンユナイト攻略Wiki - Gamerch(ゲーマチ) 【Apex】シーズン11の新要素と最新情報まとめ【エーペックス】 - Gamerch(ゲーマチ) ロストジャッジメント攻略Wiki - Gamerch(ゲーマチ) 【Among us】新マップThe Airship(エアシップ)の解説【アモングアス】 - Gamerch(ゲーマチ) ハーネスについて小児科医の立場から考える(坂本昌彦) - 個人 - Yahoo!ニュース - Yahoo!ニュース ゼルダ無双攻略Wiki|厄災の黙示録 - AppMedia(アップメディア) 【テイルズオブルミナリア】リセマラ当たりランキング - TOルミナリア攻略Wiki - Gamerch(ゲーマチ) ウマ娘攻略Wiki - AppMedia(アップメディア) ゲトメア(ゲートオブナイトメア)攻略Wiki - Gamerch(ゲーマチ) 【白夜極光】リセマラ当たりランキング - 白夜 極光 wiki - Gamerch(ゲーマチ) お蔵入りとなった幻の『スーパーマリオ』 オランダの博物館でプレイ可能?(リアルサウンド) - Yahoo!ニュース - Yahoo!ニュース ナレッジ共有・社内wikiツール「NotePM」が「ITreview Best Software in Japan 2021」のTOP50に選出 - PR TIMES 真女神転生5攻略Wiki|メガテン5 - AppMedia(アップメディア) 【B4B】近接ビルドデッキにおすすめのカード【back4blood】 - Gamerch(ゲーマチ) ポケモンスナップ攻略wiki - AppMedia(アップメディア) 富野由悠季「ブレンパワード」作り直したい!ファンを前に意欲(シネマトゥデイ) - Yahoo!ニュース - Yahoo!ニュース 【ウマ娘】査定効率から見た取るべきスキルとおすすめキャラ【プリティーダービー】 - Gamerch(ゲーマチ) 【スマブラSP】カズヤの評価とコンボ【スマブラスペシャル】 - Gamerch(ゲーマチ) ナレッジ共有・社内wiki「NotePM」が「ITreview Grid Award 2021 Fall」で、チームコラボレーションとマニュアル作成部門において「Leader」を5期連続でW受賞! - PR TIMES メモ・ドキュメント・wiki・プロジェクト管理などオールインワンのワークスペース「Notion」が日本語ベータ版提供開始 - TechCrunch Japan 【ギアジェネ】リセマラ当たりランキング【コードギアス】 - ギアジェネ攻略Wiki - Gamerch(ゲーマチ) モンスターファーム2(MF2)攻略wiki|アプリ・Switch移植版 - AppMedia(アップメディア) 【ブラサジ】最強キャラTierランキング【ブラックサージナイト】 - Gamerch(ゲーマチ) 【パワプロ】鬼滅の刃コラボ情報まとめ - Gamerch(ゲーマチ) 【SPAJAM2021】第3回予選大会は「クイズ!WIKIにゃんず!」を開発したチーム「かよちゃんず」が最優秀賞! | gamebiz - SocialGameInfo 検索結果における「ナレッジパネル」の役割とは・・・ウィキメディア財団とDuckDuckGoの共同調査 - Media Innovation ナレッジ共有・社内wikiツール「NotePM」が「BOXIL SaaS AWARD 2021 Autumn」にて「コラボレーション部門」を受賞! - PR TIMES Wikipediaが「中国人編集者の身の安全を守るため」に一部の編集者アカウントをBANに - GIGAZINE 【ドッカンバトル】3.5億ダウンロードキャンペーン最新情報 - ドッカンバトル攻略Wiki - Gamerch(ゲーマチ) BTS(防弾少年団)のV、8月のWikipedia閲覧数が韓国アーティストで1位!グループでは4ヶ月連続トップ - Kstyle 【イース6オンライン】リセマラ当たりランキング|召喚ガチャの開放条件は? - Gamerch(ゲーマチ) BacklogからNotePMへwiki情報を自動API連携する「Backlog to NotePM」をSaaStainerに掲載開始 - PR TIMES ライザのアトリエ2攻略Wiki - AppMedia(アップメディア) 真女神転生3リマスター攻略Wiki|メガテン3 - AppMedia(アップメディア) タスクも文書もWikiもデータベースもまとめて管理できる「Notion」とは? - ASCII.jp ナレッジ共有・社内wikiツール「NotePM」が、見るだけ専用ユーザー『無料』の新プランを発表! - PR TIMES 【かのぱず】リセマラ当たりランキング【彼女お借りします】 - Gamerch(ゲーマチ) 【ウマ娘】シナリオレコードの報酬一覧|評価点9000以上獲得する方法 - Gamerch(ゲーマチ) 【乃木フラ】リセマラの必要はある?【乃木坂的フラクタル】 - Gamerch(ゲーマチ) 【パワプロ】生放送まとめ|パワフェス2021 - パワプロ攻略Wiki - Gamerch(ゲーマチ) 【ポケモンユナイト】サーナイトのおすすめビルド(わざ・持ち物) - Gamerch(ゲーマチ) ルーンファクトリー5攻略wiki|ルンファク5 - AppMedia(アップメディア) シャーマンキングふんばりクロニクル攻略Wiki - Gamerch(ゲーマチ) 簡単操作で自分専用Wikiを構築できるMarkdownエディタ「Obsidian」のモバイル版を使ってみた - GIGAZINE 【ポケモンユナイト】配信時間は何時から?スタートできない?【UNITE】 - Gamerch(ゲーマチ) ディーサイドトロイメライ攻略Wiki - Gamerch(ゲーマチ) 情報マネジメントツール「Huddler」がwiki機能を刷新 - PR TIMES シェアエコ配送アプリ「DIAq(ダイヤク)」のアンカーアプリで、高層ビル・商業施設の入館方法などお役立ち情報をまとめた「DIAqwiki」を公開 - アットプレス(プレスリリース) 異常熱波のカナダで49.6度、いま北米で起きていること(森さやか) - 個人 - Yahoo!ニュース - Yahoo!ニュース 【ツイステ】マスターシェフの攻略~辛味のふるさと~【料理イベント】 - Gamerch(ゲーマチ) 白夜極光攻略wiki - AppMedia(アップメディア) 【バイオミュータント】2.02アプデ|アップデート1.4情報 - バイオミュータント攻略Wiki - Gamerch(ゲーマチ) 【ひな図書】リセマラ当たりランキング【日向坂図書館】 - Gamerch(ゲーマチ) ニーアレプリカントリメイク攻略wiki|ver.1.22 - AppMedia(アップメディア) 【ウマ娘】ゴルシウィークはいつから?キャンペーン情報まとめ - Gamerch(ゲーマチ) シーズン66 - 【超速GP】ミニ四駆 超速グランプリ攻略まとめwiki - 電撃オンライン 乃木坂的フラクタル攻略Wiki - Gamerch(ゲーマチ) 「こんなことになるとは…」13年前のエイプリルフールについた“嘘”がネットで… ある男の告白(BuzzFeed Japan) - Yahoo!ニュース - Yahoo!ニュース 整理不要の情報共有ツール(社内Wiki)「Nerve」シードラウンドで総額約3500万円の資金調達を実施 - PR TIMES Nerve - 整理不要の情報共有ツール(社内Wiki) ローンチカスタマー募集開始のお知らせ - PR TIMES パニシンググレイレイヴン(パニグレ)攻略wiki - Gamerch(ゲーマチ) 【ひなこい】最強ひな写ランキング - ひなこい攻略Wiki - Gamerch(ゲーマチ) 稲作アクションRPG『天穂のサクナヒメ』における「農林水産省攻略wiki説」は本当なのか? - AUTOMATON スタスマ攻略Wiki【スタースマッシュ】 - Gamerch(ゲーマチ) 無料とは思えない多機能っぷりなWikiインフラ「Wiki.js」レビュー、自前でホスト&外部サービスと連携可能 - GIGAZINE Microsoft Teamsの基本と活用(24) TeamsのWikiを使う - マイナビニュース 『ゲーミングお嬢様』での提起が話題に “企業系wiki”に横たわる問題点とは - リアルサウンド 「エイリアンのたまご」,自動周回機能と公式wikiが登場 - 4Gamer.net 「圧が凄い」Wikipedia、最新の「寄付のお願い」が話題 「ほとんどの方はこのメッセージを読んでくださらないでしょう。ただ...」 - J-CASTニュース 【リゼロス】Re ゼロから始める異世界生活 Lost in Memories攻略まとめwiki - 電撃オンライン 【世界初!】モノの背景を全方位で執筆できるVintage Wiki「VOV」を正式リリース - PR TIMES パワプロ2021/2020攻略Wiki - Gamerch(ゲーマチ) ヌーラボ、「Backlog」の絵文字入力の補完機能やWiki編集の自動マージ機能を改善 - CodeZine(コードジン) ヌーラボ、プロジェクト管理ツール「Backlog」の絵文字入力の補完機能・Wiki編集の自動マージ機能を修正改善 - PR TIMES Backlog、Wikiにファイル添付が容易にできる機能をリリース -- グローバルバーの視認性改善なども実施 - PR TIMES GK川島、パンチング失点でWiki書き換え炎上 「セネガル代表」「プロボクサー」... - J-CASTニュース
https://w.atwiki.jp/clovercraze/pages/29.html
601. カタログ片手に名無しさん 2012/09/10(月) 13 39 55.35 ID ??? 最初の予定4回を除外して、以後の分だけで開催数と予定数を比較してみてくれ。 602. カタログ片手に名無しさん 2012/09/10(月) 18 42 28.16 ID ??? 最初の予定4回を除外したら開催数と予定数は3回と11回だが、 なぜ最初の予定4回を除外するんだ? 603. カタログ片手に名無しさん 2012/09/10(月) 21 49 04.49 ID ??? 主催のやる気が無くなる前/無くなった後 での比較をしたいのでは?w 604. カタログ片手に名無しさん 2012/09/12(水) 22 34 21.57 ID ??? 何もないだろうけど、22日現地見に行くやついる? 605. カタログ片手に名無しさん 2012/09/15(土) 21 18 19.79 ID ??? 会場に行くほどの興味はないが スレでヲチる程度には興味がある この無責任夫婦がチラシを信じて来た人に対して謝罪のために会場で待機することはありえないだろうし そんな常識があったらこんなことにはなっていない 606. カタログ片手に名無しさん 2012/09/17(月) 01 03 18.58 ID ??? 普通に22日やるんじゃない? 607. カタログ片手に名無しさん 2012/09/17(月) 04 52 24.51 ID ??? 606 普通にやると思った理由を訊きたい 608. カタログ片手に名無しさん 2012/09/17(月) 05 07 02.69 ID ??? 久しぶりにブログ見てたら、主催の別名義に秋芦里久と言うのがあることに気がついた ぐぐってみたら別名義サイトが引っかかった 早速見てみるも、3ヶ月間だけ更新・運営しただけで現状放置の様子・・・ 飽きっぽくて無責任なのは昔から変わらないのか 609. カタログ片手に名無しさん 2012/09/17(月) 10 36 38.97 ID ??? >早速見てみるも、3ヶ月間だけ更新・運営しただけで現状放置の様子・・・ イベントも3ヶ月だけやって放置したのか? 610. カタログ片手に名無しさん 2012/09/21(金) 03 20 15.91 ID GwG+BRUj 明日はXデー 611. カタログ片手に名無しさん 2012/09/21(金) 16 43 52.46 ID n7TZcLXz あ・し・たAGE! 612. カタログ片手に名無しさん 2012/09/21(金) 18 24 39.00 ID ??? サークル参加者ですがなにか 613. カタログ片手に名無しさん 2012/09/21(金) 19 15 06.80 ID ??? レポを頼む。 614. カタログ片手に名無しさん 2012/09/21(金) 20 10 48.34 ID ??? つまらなすぎる釣り乙 615. カタログ片手に名無しさん 2012/09/21(金) 21 20 53.67 ID ??? 612 「よくも晒してくれたな〜」の恫喝メール来るぞw 616. カタログ片手に名無しさん 2012/09/22(土) 14 54 41.27 ID ??? そろそろサイトの魚拓取っといた方がいいかも 617. カタログ片手に名無しさん 2012/09/22(土) 16 13 43.79 ID ??? 今日のイベントレポたのむ 618. カタログ片手に名無しさん 2012/09/22(土) 19 15 22.26 ID ??? 大分前から魚拓対策タグだか使い出したっぽくて今魚拓取れないね 619. カタログ片手に名無しさん 2012/09/23(日) 19 31 35.29 ID ??? 77 :カタログ片手に名無しさん [↓] :2012/09/23(日) 03 35 55.17 ID ??? 昨日板橋に13時頃ヲチしに行ったがさすがに誰もいなかったな 79 :カタログ片手に名無しさん [↓] :2012/09/23(日) 08 52 40.47 ID ??? クローバーは昨日だったがシクヒのお陰で話題が反れたな 本スレでも話題になってないし完全に過去のDQNだけど。 77 は釣りだろうし 620. カタログ片手に名無しさん 2012/09/23(日) 19 33 10.04 ID ??? 大分前から魚拓対策タグだか使い出したっぽくて今魚拓取れないね その技術と手間をなぜHPを見やすくする方向に向けない? 621. カタログ片手に名無しさん 2012/09/26(水) 00 45 38.87 ID ??? もうおわった 622. カタログ片手に名無しさん 2012/09/26(水) 02 33 12.52 ID ??? やはり東京近郊の地方イベントは需要ないのか 貴方厭離に掛からないジャンルの東京都内のリアはどこにサークル参加してるんだか真面目に疑問 623. カタログ片手に名無しさん 2012/09/26(水) 19 18 50.33 ID ??? なんのための情報工作? そうだね東京近郊の地方イベントだから終わったんだね 恫喝したことや一度発表したイベント予定をコロコロ変えたこと そして”見辛いHP”は関係ないよね ハイハイ そんなリアさんは11月に参加するといいよ 596 624. カタログ片手に名無しさん 2012/09/26(水) 22 52 39.49 ID ??? 622 普通にこみぷらにそこそこの人数参加してますが… 規模と開催地は全く同じだったのだから あとは開催実績や主催らの立ち振る舞いや雰囲気が失笑を買っただけの話でしょ 625. カタログ片手に名無しさん 2012/09/26(水) 23 48 16.85 ID qf2h2W1a ◆2012/10/08(月 祝)開催中止関東 横浜産貿ホール マリネリア TIGER BUNNYオンリーイベント「ワイルドにかじるぜ2」 ▲2012/10/08(月 祝)開催中止関東 横浜産貿ホール マリネリア ギルティクラウン&ブラックロックシューター オンリーイベント「Sound of supercell(仮)」 626. カタログ片手に名無しさん 2012/09/27(木) 03 31 04.35 ID ??? クローバークレイズのスレがあったとはw ずっと前に支部のメッセージでイベント案内来たことあったけどサイトが怪しすぎて無いわーって思ったんだよね まだイベント主催やってんだ 627. カタログ片手に名無しさん 2012/09/27(木) 06 10 26.98 ID PFviZsTK >支部のメッセージでイベント案内来たことあったけど また嫌がられる行為を狙ったようにやるなw 旦那はNET関係とゲームサークル、嫁はイラストでは商業もやっている それでもイベントの宣伝をブログのコメントやpixivメッセージで送るのが嫌がられるとはわからないらしい そしてサイトセンスがおかしいww 628. カタログ片手に名無しさん 2012/09/27(木) 09 35 27.38 ID ??? 627 見直してみたら1月に来てた。 以下コピペ 句読点2つとか支部なのにサイトとか言ってるのは原文ママ はじめまして、突然の書き込みで失礼致します。 今年から新たに、東京近郊にて同人誌展示即売交流会などの イベントを主催するCloverCraze事務局の斉藤と申します。 サイトを拝見させていただきました所、、 とても精力的に活動されていらっしゃるようで、 感銘を受けました。 もし宜しければ、一度当サイトもご来訪・ご閲覧頂ければ幸いです。 そしてご都合があい興味をお持ち頂けましたら 是非ご参加頂ければと思います。 オールジャンルから、創作、オンリー、BLなど開催予定です。 委託参加なども募集しております。 どうぞよろしくお願いいたします! http //yotsub.com/clover/ CloverCraze事務局 clover@yotsub.com Twitter:@clover_cmf 629. カタログ片手に名無しさん 2012/09/27(木) 13 22 59.43 ID ??? また恫喝されるぞ! 630. カタログ片手に名無しさん 2012/09/27(木) 17 52 39.23 ID ??? 経緯のとこ ・こみぷら参加者宛にSPAMメールにて引き継ぎを勝手に発表(2月?) これを1月に変更すればOK? 631. 630 2012/09/27(木) 18 01 46.44 ID ??? ゴメンよく見たら内容違うね。新しく追記します。 632. カタログ片手に名無しさん 2012/09/27(木) 19 17 15.82 ID PFviZsTK >CloverCraze事務局の斉藤 w 633. カタログ片手に名無しさん 2012/09/27(木) 19 56 40.26 ID ??? ツイッター恐喝のときと同じ名前だな。 634. カタログ片手に名無しさん 2012/09/27(木) 21 20 50.97 ID ??? @XXX CloverCraze でHPを作ってる斉藤ってもんだけど お前ずいぶんと偉そうになんかうちのスタッフにぐだぐだ 意見言ってくれたらしいな? リアルでその随分と偉そうな意見とやらを聞いてやるから お前市原こいや。 web 12/02/15 21 55 リアルに呼び出しw体育館の裏レベルwww 635. カタログ片手に名無しさん 2012/09/28(金) 00 57 46.48 ID ??? 631 そうそうちょっとだけ内容違うんだよ この時すぐにサイト見に行ったんだけどそりゃあもう酷い作りだった 今も酷いけどそれ以上に酷くて サイトもまともに作れないやつがイベント運営なんかできるわけないって放置してたらこんなスレ立ってたw 636. カタログ片手に名無しさん 2012/09/28(金) 10 26 22.55 ID ??? どれだけサイトが変か良い見本があった http //yotsub.com/product.html ・左上ロゴ”四葉”を押すとクローバークレイズのサイトに飛ぶ ・Gallreyを押すと画面が上下フレーム分割される、以降他のボタンを押すと上フレームに表示され下フレームは無視される ・Gallreyを押すと上フレームのメニューが増える、”Works”と”comic”が追加される ・Gallreyには14のボタンがあるが中身は無い、すべてNo Found ・Worksを押すと上フレーム内に狭く表示される、イラスト依頼の価格と発注フォーム。右に今までの依頼サンプルがあったw ・comicの中身は無い、No Found ・blogは2011年12月で更新止まっている サイトもサイトで紹介してるゲームも作ってる途中で放置w 637. カタログ片手に名無しさん 2012/09/28(金) 10 27 26.53 ID ??? (注)blogの2011年10月26日に「COMICぷらねっと千葉に初参加」とある コミぷらのスタッフまたはコネのある人間がコミぷらの引継ぎをしたという説がこれで消滅したね、普通に乗っ取りでした それと今日Worksを読んで初めて嫁の”仕事絵”が同人ゲームのアイコンたとわかったよw 638. カタログ片手に名無しさん 2012/09/28(金) 14 58 22.15 ID ??? 多少サイトが見にくくても、 恐喝や中止がなく、連絡がしっかりしてれば、 それなりにイベント続けられたと思うのだが 639. カタログ片手に名無しさん 2012/09/28(金) 16 03 24.38 ID ??? 都心から遠い前橋、宇都宮はともかく、東京近郊にはなぜだかオールジャンルのおでかけライブは存在しないし マイナージャンルやってるリアのレイヤーやサークル者の需要は一定数はあるだろう 640. カタログ片手に名無しさん 2012/09/29(土) 04 31 10.52 ID ??? もうちょっと冷静に自分を見直せる主催だったなら ここまで散々な事にはならなかっただろうなあ 恫喝する前にサイトのリンク切れとか淡々と直すだけで良かったんじゃないの 今見てもご覧の通りサイト構造とかめちゃくちゃなんだしさ‥ 自分が運営してるイベントのサイトのチェックすらしないのかねぇ 私なんて自サイト見るのが楽しくて、毎日動作確認しちゃう位だから不思議でならない なんとなくだけどこのスレの事とかもの凄い逆恨みしてそう 641. カタログ片手に名無しさん 2012/09/29(土) 14 44 05.74 ID ??? >404 :カタログ片手に名無しさん [↓] :2012/07/06(金) 04 17 33.52 ID ??? > 402 です。sage忘れすみません。 >以下が手紙の内容になります。 >418 :カタログ片手に名無しさん [↓] :2012/07/07(土) 02 05 22.49 ID ??? >手紙をうpした者です。 >どうやら身バレしたようです。まあ覚悟の上ですし身バレしない方が可笑しい気もするので構わないのですが…。 >CCの主催であろう方からメールが届いたので記載します。 書込みから一日で恫喝メール送ってくるんだからスレに対する逆恨みすごいとオモワレ 642. カタログ片手に名無しさん 2012/10/07(日) 00 22 12.26 ID ??? もうおわった? 643. カタログ片手に名無しさん 2012/10/07(日) 14 55 57.41 ID ??? http //megalodon.jp/2012-1007-1454-42/www.y-shikouren.or.jp/sanbo/event/event_kongetu.html 2012年10月8日(水) TIGER BUNNYオンリーイベント「ワイルドにかじるぜ!?」 誰かレポよろ 644. カタログ片手に名無しさん 2012/10/08(月) 21 06 43.11 ID ??? 水曜wwww 645. カタログ片手に名無しさん 2012/10/08(月) 23 16 08.07 ID ??? http //www.y-shikouren.or.jp/sanbo/db/event.pdf こっちはハッキリと「中止」って書いてあるね 646. カタログ片手に名無しさん 2012/10/10(水) 00 32 47.42 ID ??? オンリーや創作はとっくの昔に予定から消えてるって 647. カタログ片手に名無しさん 2012/10/10(水) 01 09 48.33 ID ??? 消しただけじゃなくて、ちゃんと中止の告知をしろよ 648. カタログ片手に名無しさん 2012/10/10(水) 17 33 53.35 ID ??? ここに何を今さら求めてるんだよ 649. カタログ片手に名無しさん 2012/10/12(金) 00 03 56.07 ID ??? もう同人業界にかかわらないことを求めてるんじゃないか? ゲームもイベントも無計画に思いつき=飽きて中止になるんだし 650. カタログ片手に名無しさん 2012/10/12(金) 05 11 47.34 ID ??? たとえばもし今後、主催じゃなく いちサークルとして活動するにしても ああいうの見ちゃったら素直に応援出来ないよね ほとぼりが冷めればしれっと他イベントに参加したりしそうだけど、もし隣のSPになったりしたら怖い 651. カタログ片手に名無しさん 2012/10/12(金) 09 59 33.89 ID ??? 確かに下手に知ってる分隣に来られたら怖いなw とは言えコミケ参加歴ゼロだし 普通に考えてこみぷらには二度と参加できないだろう と言うかこみぷらはあんなスパムばらまいてたんだからこの人達こそ出禁にして欲しい位 あとはスパコミ他小さいオンリー位だろうから、そう遭遇することはないと思いたい 652. カタログ片手に名無しさん 2012/10/13(土) 03 40 23.33 ID ??? 隣になったら話題は豊富にあるがどれも話せないw 質問して逆恨みされても怖いし 653. カタログ片手に名無しさん 2012/10/13(土) 04 25 25.98 ID ??? 652 その時は「ぼのぼの」のシマリスくんフェイスで 「恫喝する?」って聞いてみればいいよ 654. カタログ片手に名無しさん 2012/10/21(日) 01 11 12.51 ID ??? まとめ管理人様へ ・スレ民(77氏)が板橋に13時頃ヲチしに行ったが誰もいなかったと報告(9/23) とありますがnrnrスレですな ・スレ民(404氏)が返金時に同封されていた「謝罪の手紙」を公開する(7/6) こちらがクローバースレの事だったので同じ スレ民 の表記ではややこしいかもです 655. カタログ片手に名無しさん 2012/10/21(日) 12 54 01.93 ID ??? 654 アドバイスTNX! で、どう治したら良いと思う? 656. カタログ片手に名無しさん 2012/10/22(月) 20 06 26.02 ID ??? 655 このスレからはスレ民 nrnrスレからはニヤニヤスレ民or中止失敗スレ民 ではどうでしょうか? 657. カタログ片手に名無しさん 2012/10/29(月) 02 06 24.54 ID ??? >596 :カタログ片手に名無しさん [↓] :2012/09/09(日) 17 23 06.12 ID ??? >5月のコミティアでは11/23のCLOVER ZEROのチラシがチラシ置き場にあった 11/23までは傍観 658. カタログ片手に名無しさん 2012/10/29(月) 19 04 06.91 ID ??? 公式サイトに創作系イベントは中止と明記されてるから、何もないんじゃないかと 659. カタログ片手に名無しさん 2012/10/30(火) 15 00 40.95 ID ??? こういうのを粘着っていう 660. カタログ片手に名無しさん 2012/10/30(火) 20 05 48.07 ID ??? 公式サイトが当てになったためしが… 661. カタログ片手に名無しさん 2012/11/05(月) 18 27 03.14 ID ??? 491 :カタログ片手に名無しさん [↓] :2012/11/05(月) 14 40 50.15 ID ??? ハイライフプラザいたばし、クローバー夫婦が既にやらかしてる気がする 9月板橋は無料で開催予定と言っておいて、当日はなにもなかった。 662. カタログ片手に名無しさん 2012/11/19(月) 17 34 05.45 ID O7wFTcdk >5月のコミティアでは11/23のCLOVER ZEROのチラシがチラシ置き場にあった 663. カタログ片手に名無しさん 2012/11/19(月) 20 42 55.67 ID ??? 9月のコミティアには無かったのか? チラシ 664. カタログ片手に名無しさん 2012/11/20(火) 05 52 54.69 ID ??? 男スタッフに、相談持ちかけたら上目線な人が居たけど、怖かった。 態度が大きい 665. カタログ片手に名無しさん 2012/11/20(火) 15 04 46.48 ID ??? それがかの斎藤様だったんじゃないのw 666. カタログ片手に名無しさん 2012/11/21(水) 02 13 22.90 ID ??? 662 いい加減にしろ粘着が 663 とっくに中止になってるのにあるわけないだろ 667. カタログ片手に名無しさん 2012/11/21(水) 02 30 30.07 ID ??? まだ監視してるんですか斎藤さんー 668. カタログ片手に名無しさん 2012/11/21(水) 06 16 37.80 ID ??? 666 良かったじゃないですか注目されてw 地方の小規模イベントでここまで知名度があるなんてなかなかないですよwww 669. カタログ片手に名無しさん 2012/11/21(水) 15 55 47.37 ID ??? 粘着って言うか、みんなが気になるのは当たり前だと思う それだけの事をしてきたんだしね 11月23日が終われば、予定イベント()は全部消化かな? 670. カタログ片手に名無しさん 2012/11/21(水) 19 03 15.09 ID ??? ツイッターアカウントも全部放置で逃亡とは惨めだねぇ 671. カタログ片手に名無しさん 2012/11/21(水) 20 44 53.08 ID ??? 668 東京でも開催したんだから地方のイベントじゃないですよー 672. カタログ片手に名無しさん 2012/11/22(木) 00 33 53.04 ID ??? 666 中止したら、告知したときと同じ媒体で周知させるのが常識だろ 673. カタログ片手に名無しさん 2012/11/22(木) 04 04 12.44 ID ??? 同意 674. カタログ片手に名無しさん 2012/11/23(金) 12 38 37.32 ID GaY4Ziy1 ネット環境の無い人がチラシを見た場合のことは考えないのかな? 当日age 675. カタログ片手に名無しさん 2012/11/24(土) 18 36 49.28 ID ??? 昨日は結局どうだったの? 676. カタログ片手に名無しさん 2012/11/28(水) 16 56 08.59 ID ??? すべて終わった? 677. カタログ片手に名無しさん 2012/11/29(木) 01 38 58.13 ID ??? とっくに終わってる 678. カタログ片手に名無しさん 2012/12/04(火) 22 27 02.57 ID ??? 糸冬 679. カタログ片手に名無しさん 2012/12/05(水) 04 04 12.32 ID ??? じゃあ、また来年ノシ 680. カタログ片手に名無しさん 2012/12/31(月) 03 58 45.96 ID ??? なんか1月にまた板橋で創作オンリーあるみたいなんだけど、関係あるのかな イベント名は違ってた 681. カタログ片手に名無しさん 2012/12/31(月) 05 06 28.38 ID ??? 申込先違うし、中の人もすごいベテランっぽそうだったから 違うんじゃないかと自分は思うが… 682. カタログ片手に名無しさん 2013/01/01(火) 13 54 00.40 ID ??? いくらなんでも結び付けようとしすぎ 683. カタログ片手に名無しさん 2013/01/01(火) 13 57 23.79 ID ??? ってMGMじゃねーかよw ド老舗イベントだがな 684. カタログ片手に名無しさん 2013/01/21(月) 13 06 06.52 ID ??? ドメインの更新してなかったのかサイト完全に消えたね 685. カタログ片手に名無しさん 2013/01/26(土) 16 06 09.32 ID ??? クローバーとは何だったのか 686. カタログ片手に名無しさん 2013/01/27(日) 00 03 33.11 ID ??? クローバーとは 278