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https://w.atwiki.jp/mizcremorne/pages/255.html
llListenControl llListenControl(integer number, integer active) ハンドルnumberのリッスンを停止または開始する。 引数activeにTRUEを指定した場合はリッスンを開始、FALSEであれば停止である。 ハンドルとはllListen関数の戻り値のことを言う。 この関数はリッスンの一時停止に使われる。 llListenRemove関数のようにリッスンを削除するわけではない。 名前 コメント
https://w.atwiki.jp/mtg2384/pages/276.html
ネット上でMTGの対戦ができるアプリケーションを用いて組織的に行われている非公式大会。 [[VIPでMTG http //www37.atwiki.jp/vipmtg2/]]の本国版と言えるが、その規模は段違いで、小規模な大会は毎日数回行われている。 本サイトでは、数ヶ月に一度行われる大きな大会のみを取り上げる。 [[Magic-League http //www.magic-league.com/]] #list_by_search(:2012,target=withbody,tagword=*League,100) #list_by_search(:2011,target=withbody,tagword=*League,100) #list_by_search(:2010,target=withbody,tagword=*League,100) 開催日:2010 / 07 / 18 参加人数:72名 フォーマット:レガシー(~M11) [[Tournament info 62881 http //www.magic-league.com/tournament/info.php?id=62881]] autolink(id=body) setpagename(Magic-League Legacy Master 2010-07-18) #contents() *** anchor(1){}優勝:GW Aggro‐Vial 使用者:kreff #blockquote(){Main Deck 1《樹上の村/Treetop Village》 4《地平線の梢/Horizon Canopy》 4《吹きさらしの荒野/Windswept Heath》 1《平地/Plains》 1《森/Forest》 4《Savannah》 1《ガイアの揺籃の地/Gaea s Cradle》 4《不毛の大地/Wasteland》 1《Karakas》 4《極楽鳥/Birds of Paradise》 4《聖遺の騎士/Knight of the Reliquary》 4《石鍛冶の神秘家/Stoneforge Mystic》 4《クァーサルの群れ魔道士/Qasali Pridemage》 3《ルーンの母/Mother of Runes》 2《スクリブのレインジャー/Scryb Ranger》 3《雨ざらしの旅人/Weathered Wayfarer》 2《永遠の証人/Eternal Witness》 4《霊気の薬瓶/AEther Vial》 1《火と氷の剣/Sword of Fire and Ice》 1《梅澤の十手/Umezawa s Jitte》 4《剣を鍬に/Swords to Plowshares》 1《光と影の剣/Sword of Light and Shadow》 2《森の知恵/Sylvan Library》 Sideboard 2《クローサの掌握/Krosan Grip》 1《太陽と月の輪/Wheel of Sun and Moon》 1《窒息/Choke》 1《沈黙のオーラ/Aura of Silence》 1《亡霊の牢獄/Ghostly Prison》 1《トーモッドの墓所/Tormod s Crypt》 3《ガドック・ティーグ/Gaddock Teeg》 2《悟りの教示者/Enlightened Tutor》 1《真髄の針/Pithing Needle》 1《ボジューカの沼/Bojuka Bog》 1《大祖始の遺産/Relic of Progenitus》} *** anchor(2){}準優勝:StifleNought‐CounterTop 使用者:roodabagel #blockquote(){Main Deck 2《霧深い雨林/Misty Rainforest》 4《ミシュラの工廠/Mishra s Factory》 3《不毛の大地/Wasteland》 5《島/Island》 2《沸騰する小湖/Scalding Tarn》 2《汚染された三角州/Polluted Delta》 2《Volcanic Island》 1《Tropical Island》 4《ファイレクシアン・ドレッドノート/Phyrexian Dreadnought》 3《粗石の魔道士/Trinket Mage》 2《仕組まれた爆薬/Engineered Explosives》 3《呪文嵌め/Spell Snare》 4《目くらまし/Daze》 2《計略縛り/Trickbind》 4《Force of Will》 4《渦まく知識/Brainstorm》 4《もみ消し/Stifle》 3《相殺/Counterbalance》 2《師範の占い独楽/Sensei s Divining Top》 4《行き詰まり/Standstill》 Sideboard 1《仕組まれた爆薬/Engineered Explosives》 2《世界のるつぼ/Crucible of Worlds》 3《炎渦竜巻/Firespout》 3《赤霊破/Red Elemental Blast》 1《大祖始の遺産/Relic of Progenitus》 1《トーモッドの墓所/Tormod s Crypt》 3《呪文貫き/Spell Pierce》 1《残響する真実/Echoing Truth》} *** anchor(3){}第3-4位:Dredge 使用者:dAEdaL #blockquote(){Main Deck 4《宝石鉱山/Gemstone Mine》 4《真鍮の都/City of Brass》 4《セファリッドの円形競技場/Cephalid Coliseum》 1《知られざる楽園/Undiscovered Paradise》 4《朽ちゆくインプ/Putrid Imp》 2《不屈の部族/Tireless Tribe》 3《ゴルガリの凶漢/Golgari Thug》 4《ナルコメーバ/Narcomoeba》 4《臭い草のインプ/Stinkweed Imp》 4《イチョリッド/Ichorid》 1《炎の血族の盲信者/Flame-Kin Zealot》 4《ゴルガリの墓トロール/Golgari Grave-Troll》 1《失われた真実のスフィンクス/Sphinx of Lost Truths》 4《陰謀団式療法/Cabal Therapy》 3《入念な研究/Careful Study》 4《打開/Breakthrough》 4《黄泉からの橋/Bridge from Below》 2《暴露/Unmask》 3《戦慄の復活/Dread Return》 Sideboard 1《暴露/Unmask》 2《自然の要求/Nature s Claim》 2《炎の嵐/Firestorm》 3《蒸気の連鎖/Chain of Vapor》 4《古えの遺恨/Ancient Grudge》 1《サディストの催眠術師/Sadistic Hypnotist》 1《祖神に選ばれし者/Ancestor s Chosen》 1《テラストドン/Terastodon》} *** anchor(4){}第3-4位:UW Tempo 使用者:Fred616 #blockquote(){Main Deck 4《不毛の大地/Wasteland》 4《溢れかえる岸辺/Flooded Strand》 1《乾燥台地/Arid Mesa》 1《湿地の干潟/Marsh Flats》 4《Tundra》 1《島/Island》 2《平地/Plains》 3《水深の予見者/Fathom Seer》 4《ルーンの母/Mother of Runes》 4《雨ざらしの旅人/Weathered Wayfarer》 2《ヨツンの兵卒/Jotun Grunt》 2《石鍛冶の神秘家/Stoneforge Mystic》 4《セラの報復者/Serra Avenger》 3《霊気の薬瓶/AEther Vial》 2《梅澤の十手/Umezawa s Jitte》 4《渦まく知識/Brainstorm》 4《Force of Will》 3《目くらまし/Daze》 3《呪文貫き/Spell Pierce》 4《剣を鍬に/Swords to Plowshares》 1《精神を刻む者、ジェイス/Jace, the Mind Sculptor》 Sideboard 1《ヨツンの兵卒/Jotun Grunt》 1《誠実な証人/Devout Witness》 2《翼の破片/Wing Shards》 1《太陽と月の輪/Wheel of Sun and Moon》 1《大祖始の遺産/Relic of Progenitus》 1《トーモッドの墓所/Tormod s Crypt》 1《沈黙のオーラ/Aura of Silence》 2《悟りの教示者/Enlightened Tutor》 1《真髄の針/Pithing Needle》 3《ブレンタンの炉の世話人/Burrenton Forge-Tender》 1《翻弄する魔道士/Meddling Mage》} *** anchor(5){}第5-8位:Blue Tempo‐Faerie Stompy 使用者:mrwegle #blockquote(){Main Deck 4《裏切り者の都/City of Traitors》 9《島/Island》 1《教議会の座席/Seat of the Synod》 4《古えの墳墓/Ancient Tomb》 3《粗石の魔道士/Trinket Mage》 4《フェアリーの大群/Cloud of Faeries》 3《やっかい児/Pestermite》 4《Serendib Efreet》 4《海のドレイク/Sea Drake》 3《誘惑蒔き/Sower of Temptation》 3《梅澤の十手/Umezawa s Jitte》 4《虚空の杯/Chalice of the Void》 4《Force of Will》 4《火と氷の剣/Sword of Fire and Ice》 4《金属モックス/Chrome Mox》 1《真髄の針/Pithing Needle》 1《仕組まれた爆薬/Engineered Explosives》 Sideboard 1《誘惑蒔き/Sower of Temptation》 1《真髄の針/Pithing Needle》 1《仕組まれた爆薬/Engineered Explosives》 1《上天の呪文爆弾/AEther Spellbomb》 1《フェアリーの集会場/Faerie Conclave》 2《断絶/Snap》 2《造物の学者、ヴェンセール/Venser, Shaper Savant》 3《トーモッドの墓所/Tormod s Crypt》 3《エレンドラ谷の大魔導師/Glen Elendra Archmage》} *** anchor(6){}第5-8位:UBG Control‐Landstill 使用者:pascal3000 #blockquote(){Main Deck 4《不毛の大地/Wasteland》 4《Underground Sea》 3《Tropical Island》 3《汚染された三角州/Polluted Delta》 3《霧深い雨林/Misty Rainforest》 4《ミシュラの工廠/Mishra s Factory》 1《島/Island》 2《溢れかえる岸辺/Flooded Strand》 4《対抗呪文/Counterspell》 4《渦まく知識/Brainstorm》 4《Force of Will》 2《恐ろしい死/Ghastly Demise》 2《呪文貫き/Spell Pierce》 2《呪文嵌め/Spell Snare》 4《無垢の血/Innocent Blood》 4《破滅的な行為/Pernicious Deed》 4《行き詰まり/Standstill》 4《精神を刻む者、ジェイス/Jace, the Mind Sculptor》 2《壌土からの生命/Life from the Loam》 Sideboard 1《大祖始の遺産/Relic of Progenitus》 1《トーモッドの墓所/Tormod s Crypt》 3《仕組まれた疫病/Engineered Plague》 3《水流破/Hydroblast》 3《根絶/Extirpate》 2《精神壊しの罠/Mindbreak Trap》 2《非業の死/Perish》} *** anchor(7){}第5-8位:UR Control‐Landstill +G 使用者:Kromos #blockquote(){Main Deck 1《島/Island》 3《ミシュラの工廠/Mishra s Factory》 2《霧深い雨林/Misty Rainforest》 2《汚染された三角州/Polluted Delta》 2《沸騰する小湖/Scalding Tarn》 4《Tropical Island》 4《Volcanic Island》 3《不毛の大地/Wasteland》 1《変わり谷/Mutavault》 2《渋面の溶岩使い/Grim Lavamancer》 4《呪文づまりのスプライト/Spellstutter Sprite》 4《タルモゴイフ/Tarmogoyf》 1《ヴェンディリオン三人衆/Vendilion Clique》 3《目くらまし/Daze》 4《Force of Will》 3《呪文嵌め/Spell Snare》 3《もみ消し/Stifle》 3《行き詰まり/Standstill》 2《仕組まれた爆薬/Engineered Explosives》 2《ヴィダルケンの枷/Vedalken Shackles》 4《稲妻/Lightning Bolt》 4《渦まく知識/Brainstorm》 Sideboard 2《支配魔法/Control Magic》 2《赤霊破/Red Elemental Blast》 1《大祖始の遺産/Relic of Progenitus》 2《炎渦竜巻/Firespout》 2《クローサの掌握/Krosan Grip》 1《トーモッドの墓所/Tormod s Crypt》 2《青霊破/Blue Elemental Blast》 3《呪文貫き/Spell Pierce》} *** anchor(8){}第5-8位:UWR Control‐PW +b 使用者:tonis69 #blockquote(){Main Deck 3《不毛の大地/Wasteland》 1《アカデミーの廃墟/Academy Ruins》 2《Volcanic Island》 1《平地/Plains》 2《溢れかえる岸辺/Flooded Strand》 1《トレイリア西部/Tolaria West》 1《Scrubland》 2《Underground Sea》 3《汚染された三角州/Polluted Delta》 1《沸騰する小湖/Scalding Tarn》 3《Tundra》 3《島/Island》 3《仕組まれた爆薬/Engineered Explosives》 2《謙虚/Humility》 1《正義の命令/Decree of Justice》 4《渦まく知識/Brainstorm》 3《精神を刻む者、ジェイス/Jace, the Mind Sculptor》 1《復讐のアジャニ/Ajani Vengeant》 1《ヴィダルケンの枷/Vedalken Shackles》 1《悪魔の布告/Diabolic Edict》 1《思案/Ponder》 2《遍歴の騎士、エルズペス/Elspeth, Knight-Errant》 4《Force of Will》 1《永遠のドラゴン/Eternal Dragon》 1《刻まれた巫女/Etched Oracle》 1《神の怒り/Wrath of God》 3《対抗呪文/Counterspell》 4《剣を鍬に/Swords to Plowshares》 2《炎渦竜巻/Firespout》 1《審判の日/Day of Judgment》 1《世界のるつぼ/Crucible of Worlds》 Sideboard 2《紅蓮破/Pyroblast》 2《根絶/Extirpate》 2《翻弄する魔道士/Meddling Mage》 2《非業の死/Perish》 2《沈黙のオーラ/Aura of Silence》 3《仕組まれた疫病/Engineered Plague》 2《大祖始の遺産/Relic of Progenitus》} 開催日:2010 / 10 / 24 参加人数:70名 フォーマット:レガシー(~SOM) [[Tournament info 64823 http //www.magic-league.com/tournament/info.php?id=64823]] autolink(id=body) setpagename(Magic-League Legacy Master 2010-10-24) #contents() *** anchor(1){}優勝:Dredge 使用者:kreff #blockquote(){Main Deck 4《宝石鉱山/Gemstone Mine》 2《知られざる楽園/Undiscovered Paradise》 4《真鍮の都/City of Brass》 4《セファリッドの円形競技場/Cephalid Coliseum》 4《不屈の部族/Tireless Tribe》 2《エメリアの盾、イオナ/Iona, Shield of Emeria》 4《ゴルガリの墓トロール/Golgari Grave-Troll》 4《ナルコメーバ/Narcomoeba》 4《臭い草のインプ/Stinkweed Imp》 4《朽ちゆくインプ/Putrid Imp》 4《イチョリッド/Ichorid》 2《ゴルガリの凶漢/Golgari Thug》 4《入念な研究/Careful Study》 4《打開/Breakthrough》 3《戦慄の復活/Dread Return》 3《陰謀団式療法/Cabal Therapy》 4《黄泉からの橋/Bridge from Below》 Sideboard 3《自然の要求/Nature s Claim》 1《テラストドン/Terastodon》 4《虚空の力線/Leyline of the Void》 3《古えの遺恨/Ancient Grudge》 3《炎の嵐/Firestorm》 1《祖神に選ばれし者/Ancestor s Chosen》} *** anchor(2){}準優勝:GU Survival 使用者:el_focker #blockquote(){Main Deck 2《吹きさらしの荒野/Windswept Heath》 1《島/Island》 4《Tropical Island》 4《霧深い雨林/Misty Rainforest》 1《溢れかえる岸辺/Flooded Strand》 3《森/Forest》 1《ガイアの揺籃の地/Gaea s Cradle》 1《新緑の地下墓地/Verdant Catacombs》 4《不毛の大地/Wasteland》 3《野生の雑種犬/Wild Mongrel》 4《日を浴びるルートワラ/Basking Rootwalla》 4《復讐蔦/Vengevine》 3《三角エイの捕食者/Trygon Predator》 1《不可思議/Wonder》 4《アクアミーバ/Aquamoeba》 4《貴族の教主/Noble Hierarch》 1《メムナイト/Memnite》 4《適者生存/Survival of the Fittest》 2《梅澤の十手/Umezawa s Jitte》 4《Force of Will》 3《もみ消し/Stifle》 2《目くらまし/Daze》 Sideboard 3《精神支配/Mind Harness》 3《フェアリーの忌み者/Faerie Macabre》 2《クローサの掌握/Krosan Grip》 1《セファリッドの女帝ラワン/Llawan, Cephalid Empress》 3《呪文貫き/Spell Pierce》 3《漸増爆弾/Ratchet Bomb》} *** anchor(3){}第3-4位:ANT‐UBg 使用者:Lunari_ #blockquote(){Main Deck 1《ドライアドの東屋/Dryad Arbor》 4《新緑の地下墓地/Verdant Catacombs》 4《霧深い雨林/Misty Rainforest》 1《島/Island》 3《沼/Swamp》 2《Underground Sea》 1《Tropical Island》 1《Bayou》 4《Shield Sphere》 4《ザンティッドの大群/Xantid Swarm》 4《弱者選別/Culling the Weak》 4《強迫/Duress》 4《暗黒の儀式/Dark Ritual》 2《むかつき/Ad Nauseam》 4《冥府の教示者/Infernal Tutor》 4《ライオンの瞳のダイアモンド/Lion s Eye Diamond》 4《定業/Preordain》 1《苦悶の触手/Tendrils of Agony》 4《水蓮の花びら/Lotus Petal》 4《思案/Ponder》 Sideboard 4《見栄え損ない/Disfigure》 4《陰謀団式療法/Cabal Therapy》 3《殺戮の契約/Slaughter Pact》 4《闇の腹心/Dark Confidant》} *** anchor(4){}第3-4位:CTG‐UGW Order 使用者:Barothar #blockquote(){Main Deck 4《霧深い雨林/Misty Rainforest》 3《溢れかえる岸辺/Flooded Strand》 3《Tropical Island》 2《Tundra》 1《Savannah》 1《森/Forest》 1《島/Island》 1《平地/Plains》 1《ドライアドの東屋/Dryad Arbor》 1《島/Island》 4《貴族の教主/Noble Hierarch》 3《クァーサルの群れ魔道士/Qasali Pridemage》 4《タルモゴイフ/Tarmogoyf》 3《ロウクスの戦修道士/Rhox War Monk》 1《大祖始/Progenitus》 3《師範の占い独楽/Sensei s Divining Top》 4《渦まく知識/Brainstorm》 4《相殺/Counterbalance》 4《Force of Will》 3《目くらまし/Daze》 3《自然の秩序/Natural Order》 2《精神を刻む者、ジェイス/Jace, the Mind Sculptor》 4《剣を鍬に/Swords to Plowshares》 Sideboard 1《精神を刻む者、ジェイス/Jace, the Mind Sculptor》 4《呪文貫き/Spell Pierce》 2《クローサの掌握/Krosan Grip》 2《三角エイの捕食者/Trygon Predator》 3《大祖始の遺産/Relic of Progenitus》 3《神の怒り/Wrath of God》} *** anchor(5){}第5-8位:Merfolk 使用者:Adrian_657 #blockquote(){Main Deck 13《島/Island》 4《不毛の大地/Wasteland》 4《変わり谷/Mutavault》 2《マーフォークの君主/Merfolk Sovereign》 4《銀エラの達人/Silvergill Adept》 4《メロウの騎兵/Merrow Reejerey》 4《アトランティスの王/Lord of Atlantis》 4《珊瑚兜の司令官/Coralhelm Commander》 2《大いなる玻璃紡ぎ、綺羅/Kira, Great Glass-Spinner》 4《呪い捕らえ/Cursecatcher》 4《霊気の薬瓶/AEther Vial》 4《目くらまし/Daze》 4《Force of Will》 3《呪文貫き/Spell Pierce》 Sideboard 1《呪文貫き/Spell Pierce》 3《精神支配/Mind Harness》 3《海の歌姫/Seasinger》 2《梅澤の十手/Umezawa s Jitte》 1《水流破/Hydroblast》 2《青霊破/Blue Elemental Blast》 3《トーモッドの墓所/Tormod s Crypt》} *** anchor(6){}第5-8位:GU Survival 使用者:BarneyStinso #blockquote(){Main Deck 4《Tropical Island》 4《霧深い雨林/Misty Rainforest》 4《不毛の大地/Wasteland》 3《森/Forest》 2《吹きさらしの荒野/Windswept Heath》 1《新緑の地下墓地/Verdant Catacombs》 1《溢れかえる岸辺/Flooded Strand》 1《ガイアの揺籃の地/Gaea s Cradle》 1《島/Island》 1《不可思議/Wonder》 1《メムナイト/Memnite》 3《野生の雑種犬/Wild Mongrel》 3《三角エイの捕食者/Trygon Predator》 3《アクアミーバ/Aquamoeba》 4《復讐蔦/Vengevine》 4《貴族の教主/Noble Hierarch》 4《日を浴びるルートワラ/Basking Rootwalla》 2《目くらまし/Daze》 3《もみ消し/Stifle》 3《梅澤の十手/Umezawa s Jitte》 4《Force of Will》 4《適者生存/Survival of the Fittest》 Sideboard 1《セファリッドの女帝ラワン/Llawan, Cephalid Empress》 2《クローサの掌握/Krosan Grip》 3《精神支配/Mind Harness》 3《フェアリーの忌み者/Faerie Macabre》 3《漸増爆弾/Ratchet Bomb》 3《呪文貫き/Spell Pierce》} *** anchor(7){}第5-8位:GUW Survival‐Retainers 使用者:magicrichi #blockquote(){Main Deck 1《平地/Plains》 1《Savannah》 4《Tropical Island》 1《Tundra》 3《吹きさらしの荒野/Windswept Heath》 4《霧深い雨林/Misty Rainforest》 4《森/Forest》 1《島/Island》 1《台所の嫌がらせ屋/Kitchen Finks》 2《クァーサルの群れ魔道士/Qasali Pridemage》 4《貴族の教主/Noble Hierarch》 1《ロウクスの戦修道士/Rhox War Monk》 3《タルモゴイフ/Tarmogoyf》 4《復讐蔦/Vengevine》 1《不可思議/Wonder》 1《エメリアの盾、イオナ/Iona, Shield of Emeria》 2《日を浴びるルートワラ/Basking Rootwalla》 1《忠臣/Loyal Retainers》 1《ゴブリンの太守スクイー/Squee, Goblin Nabob》 4《目くらまし/Daze》 4《渦まく知識/Brainstorm》 4《Force of Will》 4《剣を鍬に/Swords to Plowshares》 4《適者生存/Survival of the Fittest》 Sideboard 2《悟りの教示者/Enlightened Tutor》 2《エーテル宣誓会の法学者/Ethersworn Canonist》 1《台所の嫌がらせ屋/Kitchen Finks》 2《セファリッドの女帝ラワン/Llawan, Cephalid Empress》 1《流刑への道/Path to Exile》 1《沈黙のオーラ/Aura of Silence》 1《亡霊の牢獄/Ghostly Prison》 1《太陽と月の輪/Wheel of Sun and Moon》 2《トーモッドの墓所/Tormod s Crypt》 1《クローサの掌握/Krosan Grip》 1《クァーサルの群れ魔道士/Qasali Pridemage》} *** anchor(8){}第5-8位:GU Survival 使用者:Tird_Ape #blockquote(){Main Deck 2《森/Forest》 1《島/Island》 1《溢れかえる岸辺/Flooded Strand》 1《吹きさらしの荒野/Windswept Heath》 4《不毛の大地/Wasteland》 4《Tropical Island》 1《ガイアの揺籃の地/Gaea s Cradle》 4《霧深い雨林/Misty Rainforest》 2《新緑の地下墓地/Verdant Catacombs》 1《ドライアドの東屋/Dryad Arbor》 4《貴族の教主/Noble Hierarch》 3《三角エイの捕食者/Trygon Predator》 1《不可思議/Wonder》 3《野生の雑種犬/Wild Mongrel》 4《復讐蔦/Vengevine》 3《アクアミーバ/Aquamoeba》 4《日を浴びるルートワラ/Basking Rootwalla》 1《メムナイト/Memnite》 4《Force of Will》 3《梅澤の十手/Umezawa s Jitte》 4《適者生存/Survival of the Fittest》 2《目くらまし/Daze》 3《もみ消し/Stifle》 Sideboard 1《セファリッドの女帝ラワン/Llawan, Cephalid Empress》 2《精神支配/Mind Harness》 2《フェアリーの忌み者/Faerie Macabre》 2《クローサの掌握/Krosan Grip》 3《漸増爆弾/Ratchet Bomb》 3《呪文貫き/Spell Pierce》 1《ヴィリジアンのシャーマン/Viridian Shaman》 1《強情なベイロス/Obstinate Baloth》} 開催日:2011 / 01 / 01 参加人数:111名 フォーマット:レガシー(~SOM) [[Tournament info 66741 http //www.magic-league.com/tournament/info.php?id=66741]] autolink(id=body) setpagename(Magic-League Legacy Master 2011-01-01) #contents() *** anchor(1){}優勝:UW Control‐Landstill +r 使用者:Kromos #blockquote(){Main Deck 1《アカデミーの廃墟/Academy Ruins》 4《溢れかえる岸辺/Flooded Strand》 3《島/Island》 2《平地/Plains》 4《Tundra》 4《ミシュラの工廠/Mishra s Factory》 4《汚染された三角州/Polluted Delta》 2《Volcanic Island》 2《遍歴の騎士、エルズペス/Elspeth, Knight-Errant》 1《謙虚/Humility》 1《悟りの教示者/Enlightened Tutor》 2《神の怒り/Wrath of God》 2《師範の占い独楽/Sensei s Divining Top》 4《対抗呪文/Counterspell》 4《Force of Will》 3《精神を刻む者、ジェイス/Jace, the Mind Sculptor》 2《仕組まれた爆薬/Engineered Explosives》 4《行き詰まり/Standstill》 3《呪文嵌め/Spell Snare》 4《剣を鍬に/Swords to Plowshares》 4《渦まく知識/Brainstorm》 Sideboard 2《流刑への道/Path to Exile》 1《悟りの教示者/Enlightened Tutor》 1《謙虚/Humility》 3《平和の番人/Peacekeeper》 3《大祖始の遺産/Relic of Progenitus》 2《赤霊破/Red Elemental Blast》 1《紅蓮破/Pyroblast》 2《エーテル宣誓会の法学者/Ethersworn Canonist》} *** anchor(2){}準優勝:UBG Tempo‐StilfeNought 使用者:tecktonicboy #blockquote(){Main Deck 4《Underground Sea》 2《Tropical Island》 2《新緑の地下墓地/Verdant Catacombs》 1《島/Island》 4《不毛の大地/Wasteland》 1《Bayou》 3《汚染された三角州/Polluted Delta》 4《霧深い雨林/Misty Rainforest》 4《ファイレクシアン・ドレッドノート/Phyrexian Dreadnought》 4《タルモゴイフ/Tarmogoyf》 1《露滴のスパイ/Dewdrop Spy》 3《闇の腹心/Dark Confidant》 4《渦まく知識/Brainstorm》 4《Force of Will》 4《もみ消し/Stifle》 4《目くらまし/Daze》 2《呪文貫き/Spell Pierce》 1《計略縛り/Trickbind》 2《定業/Preordain》 2《悪魔の布告/Diabolic Edict》 1《精神を刻む者、ジェイス/Jace, the Mind Sculptor》 3《思考囲い/Thoughtseize》 Sideboard 2《精神を刻む者、ジェイス/Jace, the Mind Sculptor》 1《トーモッドの墓所/Tormod s Crypt》 2《大祖始の遺産/Relic of Progenitus》 1《思考囲い/Thoughtseize》 2《クローサの掌握/Krosan Grip》 2《恐ろしい死/Ghastly Demise》 1《破滅的な行為/Pernicious Deed》 2《燻し/Smother》 2《仕組まれた爆薬/Engineered Explosives》} *** anchor(3){}第3-4位:CTG‐UGWR 使用者:pascal3000 #blockquote(){Main Deck 1《森/Forest》 2《島/Island》 2《溢れかえる岸辺/Flooded Strand》 4《霧深い雨林/Misty Rainforest》 1《Karakas》 3《Tropical Island》 2《Volcanic Island》 3《Tundra》 2《沸騰する小湖/Scalding Tarn》 1《誘惑蒔き/Sower of Temptation》 4《タルモゴイフ/Tarmogoyf》 3《ロウクスの戦修道士/Rhox War Monk》 2《ヴェンディリオン三人衆/Vendilion Clique》 1《ヴィダルケンの枷/Vedalken Shackles》 4《師範の占い独楽/Sensei s Divining Top》 4《相殺/Counterbalance》 4《Force of Will》 4《剣を鍬に/Swords to Plowshares》 3《目くらまし/Daze》 4《渦まく知識/Brainstorm》 2《精神を刻む者、ジェイス/Jace, the Mind Sculptor》 3《炎渦竜巻/Firespout》 1《対抗呪文/Counterspell》 Sideboard 2《仕組まれた爆薬/Engineered Explosives》 2《クローサの掌握/Krosan Grip》 2《呪文貫き/Spell Pierce》 1《紅蓮破/Pyroblast》 2《大祖始の遺産/Relic of Progenitus》 2《流刑への道/Path to Exile》 1《平和の番人/Peacekeeper》 2《赤霊破/Red Elemental Blast》 1《トーモッドの墓所/Tormod s Crypt》} *** anchor(4){}第3-4位:Aggro Loam‐GRB 使用者:savoth #blockquote(){Main Deck 1《Badlands》 1《Bayou》 3《血染めのぬかるみ/Bloodstained Mire》 1《森/Forest》 4《忘れられた洞窟/Forgotten Cave》 2《山/Mountain》 2《Taiga》 4《平穏な茂み/Tranquil Thicket》 1《ヴォルラスの要塞/Volrath s Stronghold》 4《不毛の大地/Wasteland》 4《樹木茂る山麓/Wooded Foothills》 4《田舎の破壊者/Countryside Crusher》 4《闇の腹心/Dark Confidant》 4《タルモゴイフ/Tarmogoyf》 2《土を食うもの/Terravore》 4《虚空の杯/Chalice of the Void》 2《仕組まれた爆薬/Engineered Explosives》 4《壌土からの生命/Life from the Loam》 2《大渦の脈動/Maelstrom Pulse》 4《モックス・ダイアモンド/Mox Diamond》 3《突撃の地鳴り/Seismic Assault》 Sideboard 4《炎渦竜巻/Firespout》 3《クローサの掌握/Krosan Grip》 4《虚空の力線/Leyline of the Void》 1《アメジストのとげ/Thorn of Amethyst》 3《Zuran Orb》} *** anchor(5){}第5-8位:Merfolk‐Ub 使用者:Dakh #blockquote(){Main Deck 2《溢れかえる岸辺/Flooded Strand》 2《島/Island》 4《変わり谷/Mutavault》 2《霧深い雨林/Misty Rainforest》 1《汚染された三角州/Polluted Delta》 2《沸騰する小湖/Scalding Tarn》 4《Underground Sea》 4《不毛の大地/Wasteland》 4《珊瑚兜の司令官/Coralhelm Commander》 4《アトランティスの王/Lord of Atlantis》 4《呪い捕らえ/Cursecatcher》 4《メロウの騎兵/Merrow Reejerey》 4《銀エラの達人/Silvergill Adept》 4《霊気の薬瓶/AEther Vial》 4《目くらまし/Daze》 4《Force of Will》 3《呪文貫き/Spell Pierce》 4《行き詰まり/Standstill》 Sideboard 1《呪文貫き/Spell Pierce》 2《自然の喪失/Nature s Ruin》 2《非業の死/Perish》 3《水没/Submerge》 2《梅澤の十手/Umezawa s Jitte》 3《不忠の糸/Threads of Disloyalty》 2《セファリッドの女帝ラワン/Llawan, Cephalid Empress》} *** anchor(6){}第5-8位:CTG‐UGWR 使用者:Shooter #blockquote(){Main Deck 2《島/Island》 1《平地/Plains》 1《山/Mountain》 2《Volcanic Island》 4《溢れかえる岸辺/Flooded Strand》 1《Karakas》 1《霧深い雨林/Misty Rainforest》 4《沸騰する小湖/Scalding Tarn》 3《Tundra》 3《Tropical Island》 4《タルモゴイフ/Tarmogoyf》 2《ヴェンディリオン三人衆/Vendilion Clique》 4《Force of Will》 2《呪文嵌め/Spell Snare》 1《忘却の輪/Oblivion Ring》 3《精神を刻む者、ジェイス/Jace, the Mind Sculptor》 4《剣を鍬に/Swords to Plowshares》 4《相殺/Counterbalance》 4《渦まく知識/Brainstorm》 3《対抗呪文/Counterspell》 3《炎渦竜巻/Firespout》 4《師範の占い独楽/Sensei s Divining Top》 Sideboard 1《赤霊破/Red Elemental Blast》 1《青霊破/Blue Elemental Blast》 1《水流破/Hydroblast》 1《翻弄する魔道士/Meddling Mage》 1《紅蓮破/Pyroblast》 2《呪文貫き/Spell Pierce》 2《大祖始の遺産/Relic of Progenitus》 3《渋面の溶岩使い/Grim Lavamancer》 2《クローサの掌握/Krosan Grip》 1《炎渦竜巻/Firespout》} *** anchor(7){}第5-8位:Affinity‐Glimpse Erayo 使用者:Burton911 #blockquote(){Main Deck 4《古えの居住地/Ancient Den》 2《空僻地/Glimmervoid》 4《教議会の座席/Seat of the Synod》 4《伝承の樹/Tree of Tales》 4《金属ガエル/Frogmite》 4《上位の空民、エラヨウ/Erayo, Soratami Ascendant》 4《メムナイト/Memnite》 4《羽ばたき飛行機械/Ornithopter》 2《マイアの処罰者/Myr Enforcer》 4《電結の荒廃者/Arcbound Ravager》 4《きらめく鷹/Glint Hawk》 4《頭蓋囲い/Cranial Plating》 4《バネ葉の太鼓/Springleaf Drum》 4《オパールのモックス/Mox Opal》 4《物読み/Thoughtcast》 4《垣間見る自然/Glimpse of Nature》 Sideboard 3《クローサの掌握/Krosan Grip》 3《大祖始の遺産/Relic of Progenitus》 3《エーテル宣誓会の法学者/Ethersworn Canonist》 3《火+氷/Fire+Ice》 3《真髄の針/Pithing Needle》} *** anchor(8){}第5-8位:Zoo 使用者:mishimakaz #blockquote(){Main Deck 4《不毛の大地/Wasteland》 1《Savannah》 2《地平線の梢/Horizon Canopy》 1《平地/Plains》 4《吹きさらしの荒野/Windswept Heath》 4《樹木茂る山麓/Wooded Foothills》 2《Taiga》 3《Plateau》 1《山/Mountain》 1《森/Forest》 1《乾燥台地/Arid Mesa》 4《貴族の教主/Noble Hierarch》 4《聖遺の騎士/Knight of the Reliquary》 1《壌土のライオン/Loam Lion》 4《野生のナカティル/Wild Nacatl》 4《タルモゴイフ/Tarmogoyf》 4《クァーサルの群れ魔道士/Qasali Pridemage》 3《渋面の溶岩使い/Grim Lavamancer》 3《流刑への道/Path to Exile》 4《稲妻/Lightning Bolt》 3《Chain Lightning》 2《遍歴の騎士、エルズペス/Elspeth, Knight-Errant》 Sideboard 1《紅蓮破/Pyroblast》 3《硫黄の渦/Sulfuric Vortex》 3《トーモッドの墓所/Tormod s Crypt》 2《クローサの掌握/Krosan Grip》 1《赤霊破/Red Elemental Blast》 2《梅澤の十手/Umezawa s Jitte》 3《精神壊しの罠/Mindbreak Trap》} 開催日:2011 / 03 / 27 参加人数:67名 フォーマット:レガシー(~MBS) [[Tournament info 69088 http //www.magic-league.com/tournament/info.php?id=69088]] autolink(id=body) setpagename(Magic-League Legacy Master 2011-03-27) #contents() *** anchor(1){}優勝:Bant‐Zenith 使用者:CalebD #blockquote(){Main Deck 3《霧深い雨林/Misty Rainforest》 1《島/Island》 2《溢れかえる岸辺/Flooded Strand》 3《不毛の大地/Wasteland》 1《Karakas》 3《吹きさらしの荒野/Windswept Heath》 1《ドライアドの東屋/Dryad Arbor》 1《平地/Plains》 2《Tundra》 3《Tropical Island》 1《Savannah》 1《森/Forest》 3《ヴェンディリオン三人衆/Vendilion Clique》 1《ロウクスの戦修道士/Rhox War Monk》 2《石鍛冶の神秘家/Stoneforge Mystic》 2《誘惑蒔き/Sower of Temptation》 2《タルモゴイフ/Tarmogoyf》 4《貴族の教主/Noble Hierarch》 3《聖遺の騎士/Knight of the Reliquary》 2《クァーサルの群れ魔道士/Qasali Pridemage》 1《精神を刻む者、ジェイス/Jace, the Mind Sculptor》 1《饗宴と飢餓の剣/Sword of Feast and Famine》 4《剣を鍬に/Swords to Plowshares》 3《緑の太陽の頂点/Green Sun s Zenith》 4《渦まく知識/Brainstorm》 1《火と氷の剣/Sword of Fire and Ice》 1《梅澤の十手/Umezawa s Jitte》 4《Force of Will》 Sideboard 1《ガドック・ティーグ/Gaddock Teeg》 1《誘惑蒔き/Sower of Temptation》 3《真髄の針/Pithing Needle》 3《呪文貫き/Spell Pierce》 1《三角エイの捕食者/Trygon Predator》 3《水没/Submerge》 3《誤った指図/Misdirection》} *** anchor(2){}準優勝:Blue Tempo‐Faerie Stompy 使用者:Djinn #blockquote(){Main Deck 4《裏切り者の都/City of Traitors》 9《島/Island》 4《古えの墳墓/Ancient Tomb》 1《教議会の座席/Seat of the Synod》 4《Serendib Efreet》 4《ファイレクシアの破棄者/Phyrexian Revoker》 4《粗石の魔道士/Trinket Mage》 4《海のドレイク/Sea Drake》 4《フェアリーの大群/Cloud of Faeries》 3《やっかい児/Pestermite》 1《卓越の印章/Sigil of Distinction》 3《火と氷の剣/Sword of Fire and Ice》 4《金属モックス/Chrome Mox》 4《虚空の杯/Chalice of the Void》 3《梅澤の十手/Umezawa s Jitte》 4《Force of Will》 Sideboard 1《仕組まれた爆薬/Engineered Explosives》 1《トーモッドの墓所/Tormod s Crypt》 2《エレンドラ谷の大魔導師/Glen Elendra Archmage》 2《真髄の針/Pithing Needle》 3《誤った指図/Misdirection》 3《基本に帰れ/Back to Basics》 3《誘惑蒔き/Sower of Temptation》} *** anchor(3){}第3-4位:Merfolk‐Ub 使用者:straca3 #blockquote(){Main Deck 3《Underground Sea》 1《溢れかえる岸辺/Flooded Strand》 1《汚染された三角州/Polluted Delta》 3《沸騰する小湖/Scalding Tarn》 2《霧深い雨林/Misty Rainforest》 4《変わり谷/Mutavault》 4《不毛の大地/Wasteland》 3《島/Island》 4《珊瑚兜の司令官/Coralhelm Commander》 4《アトランティスの王/Lord of Atlantis》 4《メロウの騎兵/Merrow Reejerey》 4《銀エラの達人/Silvergill Adept》 4《呪い捕らえ/Cursecatcher》 2《大いなる玻璃紡ぎ、綺羅/Kira, Great Glass-Spinner》 3《マーフォークの君主/Merfolk Sovereign》 2《誘惑蒔き/Sower of Temptation》 4《Force of Will》 4《目くらまし/Daze》 4《霊気の薬瓶/AEther Vial》 Sideboard 3《呪文貫き/Spell Pierce》 2《梅澤の十手/Umezawa s Jitte》 3《根絶/Extirpate》 3《非業の死/Perish》 1《不忠の糸/Threads of Disloyalty》 3《ファイレクシアの破棄者/Phyrexian Revoker》} *** anchor(4){}第3-4位:Charbelcher 使用者:hood #blockquote(){Main Deck 1《Taiga》 3《通りの悪霊/Street Wraith》 4《Elvish Spirit Guide》 4《猿人の指導霊/Simian Spirit Guide》 4《ほくちの壁/Tinder Wall》 4《ゴブリンの放火砲/Goblin Charbelcher》 4《巣穴からの総出/Empty the Warrens》 4《土地譲渡/Land Grant》 4《水蓮の花びら/Lotus Petal》 4《金属モックス/Chrome Mox》 4《ライオンの瞳のダイアモンド/Lion s Eye Diamond》 4《炎の儀式/Rite of Flame》 4《発熱の儀式/Pyretic Ritual》 4《魔力変/Manamorphose》 4《捨て身の儀式/Desperate Ritual》 4《煮えたぎる歌/Seething Song》 Sideboard 4《ザンティッドの大群/Xantid Swarm》 4《耳障りな反応/Guttural Response》 4《災難の大神/Deus of Calamity》 3《発展の代価/Price of Progress》} *** anchor(5){}第5-8位:Merfolk‐Ub 使用者:creyes #blockquote(){Main Deck 2《島/Island》 2《溢れかえる岸辺/Flooded Strand》 2《霧深い雨林/Misty Rainforest》 4《変わり谷/Mutavault》 1《汚染された三角州/Polluted Delta》 2《沸騰する小湖/Scalding Tarn》 4《Underground Sea》 4《不毛の大地/Wasteland》 4《珊瑚兜の司令官/Coralhelm Commander》 4《呪い捕らえ/Cursecatcher》 4《アトランティスの王/Lord of Atlantis》 4《メロウの騎兵/Merrow Reejerey》 4《銀エラの達人/Silvergill Adept》 2《マーフォークの君主/Merfolk Sovereign》 4《霊気の薬瓶/AEther Vial》 4《行き詰まり/Standstill》 4《目くらまし/Daze》 4《Force of Will》 1《呪文貫き/Spell Pierce》 Sideboard 3《トーモッドの墓所/Tormod s Crypt》 3《水没/Submerge》 2《非業の死/Perish》 3《セファリッドの女帝ラワン/Llawan, Cephalid Empress》 4《魔力流出/Energy Flux》} *** anchor(6){}第5-8位:WB Control‐Shared Fate 使用者:XZERO #blockquote(){Main Deck 3《不毛の大地/Wasteland》 1《Karakas》 4《Scrubland》 5《平地/Plains》 3《沼/Swamp》 1《Underground Sea》 1《溢れかえる岸辺/Flooded Strand》 3《湿地の干潟/Marsh Flats》 1《Tundra》 1《ヨーグモスの墳墓、アーボーグ/Urborg, Tomb of Yawgmoth》 4《前兆の壁/Wall of Omens》 4《アカデミーの学長/Academy Rector》 2《神の怒り/Wrath of God》 1《分かち合う運命/Shared Fate》 4《剣を鍬に/Swords to Plowshares》 3《師範の占い独楽/Sensei s Divining Top》 1《大祖始の遺産/Relic of Progenitus》 1《Moat》 1《謙虚/Humility》 4《思考囲い/Thoughtseize》 4《陰謀団式療法/Cabal Therapy》 1《真髄の針/Pithing Needle》 1《ジェラードの評決/Gerrard s Verdict》 2《滅び/Damnation》 1《ギックスのかぎ爪/Claws of Gix》 3《悟りの教示者/Enlightened Tutor》 Sideboard 1《ドラゴン変化/Form of the Dragon》 2《トーモッドの墓所/Tormod s Crypt》 2《真髄の針/Pithing Needle》 2《仕組まれた疫病/Engineered Plague》 4《虚空の力線/Leyline of the Void》 2《精神壊しの罠/Mindbreak Trap》 2《強迫/Duress》} *** anchor(7){}第5-8位:Reanimator‐UB Ooze 使用者:diffy #blockquote(){Main Deck 4《汚染された三角州/Polluted Delta》 2《沸騰する小湖/Scalding Tarn》 2《血染めのぬかるみ/Bloodstained Mire》 4《島/Island》 2《沼/Swamp》 3《Underground Sea》 1《壊死のウーズ/Necrotic Ooze》 1《Phyrexian Devourer》 1《トリスケリオン/Triskelion》 4《生き埋め/Buried Alive》 1《浅すぎる墓穴/Shallow Grave》 1《死体発掘/Exhume》 4《再活性/Reanimate》 4《渦まく知識/Brainstorm》 4《定業/Preordain》 3《思案/Ponder》 4《Lim-Dul s Vault》 3《思考囲い/Thoughtseize》 1《目くらまし/Daze》 4《Force of Will》 4《暗黒の儀式/Dark Ritual》 3《金属モックス/Chrome Mox》 Sideboard 1《思考囲い/Thoughtseize》 2《ハーキルの召還術/Hurkyl s Recall》 3《蒸気の連鎖/Chain of Vapor》 1《呪文貫き/Spell Pierce》 4《実物提示教育/Show and Tell》 4《引き裂かれし永劫、エムラクール/Emrakul, the Aeons Torn》} *** anchor(8){}第5-8位:Painter‐UR 使用者:PushPush #blockquote(){Main Deck 2《汚染された三角州/Polluted Delta》 3《溢れかえる岸辺/Flooded Strand》 3《大焼炉/Great Furnace》 1《島/Island》 4《Volcanic Island》 2《裏切り者の都/City of Traitors》 4《教議会の座席/Seat of the Synod》 3《古えの墳墓/Ancient Tomb》 4《ゴブリンの溶接工/Goblin Welder》 2《粗石の魔道士/Trinket Mage》 4《絵描きの召使い/Painter s Servant》 1《紅蓮破/Pyroblast》 1《赤霊破/Red Elemental Blast》 4《丸砥石/Grindstone》 3《オパールのモックス/Mox Opal》 3《ライオンの瞳のダイアモンド/Lion s Eye Diamond》 4《師範の占い独楽/Sensei s Divining Top》 4《Force of Will》 4《渦まく知識/Brainstorm》 4《直観/Intuition》 Sideboard 1《紅蓮破/Pyroblast》 3《赤霊破/Red Elemental Blast》 2《トーモッドの墓所/Tormod s Crypt》 1《虚無の呪文爆弾/Nihil Spellbomb》 3《実物提示教育/Show and Tell》 2《真髄の針/Pithing Needle》 3《引き裂かれし永劫、エムラクール/Emrakul, the Aeons Torn》}
https://w.atwiki.jp/bmd_intensity/pages/25.html
//----------------------------------------------------------------------------- // $Id DecklinkCapture.cpp,v 1.2 2006/04/11 01 11 07 ivanr Exp $ // // Desc DirectShow capture sample // // Copyright (c) Blackmagic Design 2005. All rights reserved. //----------------------------------------------------------------------------- #include "stdafx.h" #include "DecklinkCapture.h" #include "DecklinkCaptureDlg.h" #ifdef _DEBUG #define new DEBUG_NEW #endif // CDecklinkCaptureApp BEGIN_MESSAGE_MAP(CDecklinkCaptureApp, CWinApp) ON_COMMAND(ID_HELP, CWinApp OnHelp) END_MESSAGE_MAP() // CDecklinkCaptureApp construction CDecklinkCaptureApp CDecklinkCaptureApp() { // TODO add construction code here, // Place all significant initialization in InitInstance } // The one and only CDecklinkCaptureApp object CDecklinkCaptureApp theApp; // CDecklinkCaptureApp initialization BOOL CDecklinkCaptureApp InitInstance() { // InitCommonControls() is required on Windows XP if an application // manifest specifies use of ComCtl32.dll version 6 or later to enable // visual styles. Otherwise, any window creation will fail. InitCommonControls(); CWinApp InitInstance(); AfxEnableControlContainer(); CoInitialize(NULL); // Standard initialization // If you are not using these features and wish to reduce the size // of your final executable, you should remove from the following // the specific initialization routines you do not need // Change the registry key under which our settings are stored // TODO You should modify this string to be something appropriate // such as the name of your company or organization SetRegistryKey(_T("Local AppWizard-Generated Applications")); CDecklinkCaptureDlg dlg; m_pMainWnd = dlg; INT_PTR nResponse = dlg.DoModal(); if (nResponse == IDOK) { // TODO Place code here to handle when the dialog is // dismissed with OK } else if (nResponse == IDCANCEL) { // TODO Place code here to handle when the dialog is // dismissed with Cancel } CoUninitialize(); // Since the dialog has been closed, return FALSE so that we exit the // application, rather than start the application s message pump. return FALSE; }
https://w.atwiki.jp/multiwinia_jp/pages/29.html
間違いや疑問点がありましたら2chの該当スレッドへ。 編集 行 項目 原文 半日本語化 全日本語化 2581 multiwinia_help_controllabel_0 Move Camera / Move Squad カメラを動かす・Squadを動かす カメラを動かす・スカッドを動かす 2582 multiwinia_help_controllabel_1 Previous Powerup 前のPowerup 前のアイテム 2583 multiwinia_help_controllabel_2 Camera Up カメラを引く カメラを引く 2584 multiwinia_help_controllabel_3 Rotate Camera / Squad Lasers カメラを回す・Squadのレーザー カメラを回す・スカッドのレーザー 2585 multiwinia_help_controllabel_4 Next Powerup 次のPowerup 次のパワーアップ 2586 multiwinia_help_controllabel_5 Camera Down カメラを近づける カメラを近づける 2587 multiwinia_help_controllabel_6 Confirm / Move Unit 確認・ユニットを動かす 確認・ユニットを動かす 2588 multiwinia_help_controllabel_7 Deselect / Cancel 選択解除・キャンセル 選択解除・キャンセル 2589 multiwinia_help_controllabel_8 Create Officer / Special Officerを作る・特殊 オフィサーを作る・特殊 2590 multiwinia_help_controllabel_9 Destroy Powerup Powerupを破棄する アイテムを破棄する
https://w.atwiki.jp/nicoratch/pages/1608.html
概要 各種コントロールディスク利用モデルの交換用ディスク。1枚単位の販売。それぞれオリジナルロゴを特注可能。 レコード面は3パターンから選択可能。 スムーズ/グルーブレス -デフォルトのディスク/追加料金なし ラジアルライン -ビニールレコードの伝統的な感触+$10 ドットパターン -最高のグリップ性能+$10 Control Disc OEM (SINGLE) for Denon SC5000M Cue Colors 価格は$19.99 Control Disc Numark NS7 (SINGLE) Cue Colors 価格は$19.99 Phase Control Disc w/ Tab Phase用コントロールディスク。重量は125グラム。 Mixed In Key 12" 価格は$24.99 Name Cue Colors 12" 価格は$29.99 Scratch Says 12" 価格は$24.99 Phase Remote Vinyl Record Decals (4 piece) Phase固定用マグネットステッカーもあり。$11.99(ロゴなしバージョンは$9.99) Rane Control Disc OEM Rane用コントロールディスク。 ディスク重量は2パターンから選択可能。 従来の145gmの重量と厚さ、または129gmのFLYWEIGHT(+5$)。 価格は$24.99 Technics SL-DZ1200 Control Disc (SINGLE) - Technics Cue Colors ディスク重量:従来の145gmの重量と厚さ、または129gmのFLYWEIGHTを選択。 12inchSkinz https //www.12inchskinz.com
https://w.atwiki.jp/hanazonored2007/pages/385.html
侵食 lose control 発売日 2005年1月13日 発売元 Ki/oon Records KSC2 234 L Arc~en~Ciel are Vo. hyde G. ken Ba. tetsu Dr. yukihiro ■ 01. 侵食 lose control ・ words hyde music ken arrange L Arc~en~Ciel+Hajime Okano ■ 02. 侵食 lose control -control experiment mix ・ remixed by yukihiro 戻る
https://w.atwiki.jp/objcmemo/pages/64.html
/ サイズ指定 viewController.contentSizeForViewInPopover = CGSizeZero; // モーダル有無設定 viewController.modalInPopover = YES; _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ テンプレート _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ // デリゲート UIImagePickerControllerDelegate, // 例用 UIPopoverControllerDelegate, UINavigationControllerDelegate // プロパティ @property (strong, nonatomic) UIPopoverController *popover; #pragma mark - UIPopoverControllerDelegate /** * ポップオーバー消去時に呼ばれる * @param popoverController UIPopoverControllerインスタンス * @return 消去可否 */ - (BOOL)popoverControllerShouldDismissPopover (UIPopoverController *)popoverController { return YES; } /** * ポップオーバー消去後に呼ばれる * @param popoverController UIPopoverControllerインスタンス * @return 無し */ - (void)popoverControllerDidDismissPopover (UIPopoverController *)popoverController { _popover = nil; } #pragma mark - Instance Method /** * ポップオーバーを閉じる * @param 無し * @return 無し */ - (void)closePopover { if (_popover) { if ([_popover isPopoverVisible]) { [_popover dismissPopoverAnimated YES]; _popover = nil; } } } // 例) #pragma mark - IBAction /** * Fontボタンタップ時に呼ばれる * @param sender UIButtonインスタンス * @return 無し */ - (IBAction)touchFontButton (UIButton *)sender { FontViewController *vc = [[FontViewController alloc] initWithNibName @"FontViewController" bundle nil]; _popover = [[UIPopoverController alloc] initWithContentViewController vc]; _popover.delegate = self; CGRect rect = sender.frame; [_popover presentPopoverFromRect rect inView self.view permittedArrowDirections UIPopoverArrowDirectionAny animated YES]; } - (IBAction)didTouchPlusButton (UIButton *)sender { UIImagePickerController *imagePicker = [[UIImagePickerController alloc] init]; imagePicker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary; imagePicker.delegate = self; _popover = [[UIPopoverController alloc] initWithContentViewController imagePicker]; _popover.delegate = self; CGRect rect = sender.frame; [_popover presentPopoverFromRect rect inView self.view permittedArrowDirections UIPopoverArrowDirectionAny animated YES]; } #pragma mark - FontViewControllerDelegate /** * Font選択時に呼ばれる * @param fontName フォント名 * @return 無し */ - (void)selectedFontName (NSString *)fontName { _fontNameLabel.text = fontName; [self closePopover]; }
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/mtg2384/pages/126.html
開催日:2010 / 07 / 11 参加人数:33名 フォーマット:レガシー(~ROE) Constructed Legacy Event #1395804 on 07/11/2010 in Premier Events 優勝:カウンタートップソプター(青白タッチ黒)/Counter-Top Thopters 準優勝:デス&タックス(白単)/Death&Taxes 第3位:バーン(赤単)/Burn 第4位:リアニメイト/Reanimate 第5位:クエストバーン/Quest Burn 第6位:カウンタートップソプター(青白)/Counter-Top Thopters 第7位:カウンタートップソプター(青白タッチ黒)/Counter-Top Thopters 第8位:忠臣サバイバル/Retainers Survival 優勝 カウンタートップソプター(青白タッチ黒)/Counter-Top Thopters 使用者:savagebeatdown Main Deck 1《アカデミーの廃墟/Academy Ruins》 4《溢れかえる岸辺/Flooded Strand》 6《島/Island》 1《霧深い雨林/Misty Rainforest》 2《平地/Plains》 3《汚染された三角州/Polluted Delta》 1《沸騰する小湖/Scalding Tarn》 1《教議会の座席/Seat of the Synod》 2《Tundra》 1《Underground Sea》 4《渦まく知識/Brainstorm》 4《相殺/Counterbalance》 3《対抗呪文/Counterspell》 1《世界のるつぼ/Crucible of Worlds》 1《仕組まれた爆薬/Engineered Explosives》 4《悟りの教示者/Enlightened Tutor》 4《Force of Will》 2《精神を刻む者、ジェイス/Jace, the Mind Sculptor》 1《Moat》 1《忘却の輪/Oblivion Ring》 1《真髄の針/Pithing Needle》 4《師範の占い独楽/Sensei s Divining Top》 1《弱者の剣/Sword of the Meek》 4《剣を鍬に/Swords to Plowshares》 1《求道者テゼレット/Tezzeret the Seeker》 2《飛行機械の鋳造所/Thopter Foundry》 Sideboard 1《基本に帰れ/Back to Basics》 1《赤の防御円/Circle of Protection Red》 1《仕組まれた爆薬/Engineered Explosives》 1《根絶/Extirpate》 2《水流破/Hydroblast》 4《翻弄する魔道士/Meddling Mage》 1《Moat》 2《大祖始の遺産/Relic of Progenitus》 2《トーモッドの墓所/Tormod s Crypt》 準優勝 デス&タックス(白単)/Death&Taxes 使用者:Blazelix Main Deck 2《トロウケアの敷石/Flagstones of Trokair》 4《Karakas》 2《ミシュラの工廠/Mishra s Factory》 10《平地/Plains》 4《不毛の大地/Wasteland》 3《エーテル宣誓会の法学者/Ethersworn Canonist》 4《ちらつき鬼火/Flickerwisp》 3《ヨツンの兵卒/Jotun Grunt》 3《コロンドールのマンガラ/Mangara of Corondor》 4《ルーンの母/Mother of Runes》 4《セラの報復者/Serra Avenger》 3《石鍛冶の神秘家/Stoneforge Mystic》 4《霊気の薬瓶/AEther Vial》 2《忘却の輪/Oblivion Ring》 1《ルーンの光輪/Runed Halo》 1《火と氷の剣/Sword of Fire and Ice》 1《光と影の剣/Sword of Light and Shadow》 4《剣を鍬に/Swords to Plowshares》 1《梅澤の十手/Umezawa s Jitte》 Sideboard 2《沈黙のオーラ/Aura of Silence》 2《ブレンタンの炉の世話人/Burrenton Forge-Tender》 1《エーテル宣誓会の法学者/Ethersworn Canonist》 3《台所の嫌がらせ屋/Kitchen Finks》 2《貪欲な罠/Ravenous Trap》 3《沈黙/Silence》 2《トーモッドの墓所/Tormod s Crypt》 第3位 バーン(赤単)/Burn 使用者:bozidar2121 Main Deck 17《山/Mountain》 2《沸騰する小湖/Scalding Tarn》 4《ゴブリンの先達/Goblin Guide》 4《地獄火花の精霊/Hellspark Elemental》 4《ケルドの匪賊/Keldon Marauders》 4《Chain Lightning》 4《火炎破/Fireblast》 4《溶岩の撃ち込み/Lava Spike》 4《稲妻/Lightning Bolt》 4《発展の代価/Price of Progress》 4《裂け目の稲妻/Rift Bolt》 2《硫黄の渦/Sulfuric Vortex》 3《火山の流弾/Volcanic Fallout》 Sideboard 2《真髄の針/Pithing Needle》 4《紅蓮破/Pyroblast》 4《大祖始の遺産/Relic of Progenitus》 2《焼尽の猛火/Searing Blaze》 3《粉々/Smash to Smithereens》 第4位 リアニメイト/Reanimate 使用者:Bazaar of Baghdad Main Deck 2《島/Island》 3《霧深い雨林/Misty Rainforest》 2《汚染された三角州/Polluted Delta》 2《沼/Swamp》 4《Underground Sea》 4《新緑の地下墓地/Verdant Catacombs》 4《不運な研究者/Hapless Researcher》 1《墨溜まりのリバイアサン/Inkwell Leviathan》 2《エメリアの盾、イオナ/Iona, Shield of Emeria》 1《白金の天使/Platinum Angel》 2《鋼の風のスフィンクス/Sphinx of the Steel Wind》 4《渦まく知識/Brainstorm》 1《入念な研究/Careful Study》 1《蒸気の連鎖/Chain of Vapor》 2《目くらまし/Daze》 2《払拭/Dispel》 4《納墓/Entomb》 4《死体発掘/Exhume》 4《Force of Will》 4《神秘の教示者/Mystical Tutor》 4《再活性/Reanimate》 1《実物提示教育/Show and Tell》 2《思考囲い/Thoughtseize》 Sideboard 1《棺の追放/Coffin Purge》 1《払拭/Dispel》 1《ドライアドの東屋/Dryad Arbor》 1《浄火の大天使/Empyrial Archangel》 1《根絶/Extirpate》 1《精神壊しの罠/Mindbreak Trap》 2《無のロッド/Null Rod》 2《真髄の針/Pithing Needle》 2《実物提示教育/Show and Tell》 1《もみ消し/Stifle》 2《思考囲い/Thoughtseize》 第5位 クエストバーン/Quest Burn 使用者:L1X0 Main Deck 16《山/Mountain》 3《ぐらつく峰/Teetering Peaks》 4《ゴブリンの先達/Goblin Guide》 4《地獄火花の精霊/Hellspark Elemental》 4《ケルドの匪賊/Keldon Marauders》 3《モグの狂信者/Mogg Fanatic》 4《Chain Lightning》 4《火炎破/Fireblast》 1《溶岩の投げ矢/Lava Dart》 4《溶岩の撃ち込み/Lava Spike》 4《稲妻/Lightning Bolt》 3《発展の代価/Price of Progress》 4《純なる炎の探索/Quest for Pure Flame》 2《裂け目の稲妻/Rift Bolt》 Sideboard 3《真髄の針/Pithing Needle》 4《紅蓮破/Pyroblast》 3《大祖始の遺産/Relic of Progenitus》 2《焼尽の猛火/Searing Blaze》 3《粉々/Smash to Smithereens》 第6位 カウンタートップソプター(青白)/Counter-Top Thopters 使用者:whiffy penguin Main Deck 1《アカデミーの廃墟/Academy Ruins》 4《溢れかえる岸辺/Flooded Strand》 7《島/Island》 3《霧深い雨林/Misty Rainforest》 2《平地/Plains》 1《教議会の座席/Seat of the Synod》 1《Tropical Island》 2《Tundra》 1《Underground Sea》 4《渦まく知識/Brainstorm》 4《相殺/Counterbalance》 3《対抗呪文/Counterspell》 1《世界のるつぼ/Crucible of Worlds》 1《仕組まれた爆薬/Engineered Explosives》 4《悟りの教示者/Enlightened Tutor》 4《Force of Will》 1《謙虚/Humility》 2《精神を刻む者、ジェイス/Jace, the Mind Sculptor》 1《Moat》 1《忘却の輪/Oblivion Ring》 4《師範の占い独楽/Sensei s Divining Top》 1《弱者の剣/Sword of the Meek》 4《剣を鍬に/Swords to Plowshares》 2《飛行機械の鋳造所/Thopter Foundry》 1《トーモッドの墓所/Tormod s Crypt》 Sideboard 1《基本に帰れ/Back to Basics》 1《赤の防御円/Circle of Protection Red》 1《仕組まれた爆薬/Engineered Explosives》 4《翻弄する魔道士/Meddling Mage》 3《流刑への道/Path to Exile》 1《真髄の針/Pithing Needle》 2《大祖始の遺産/Relic of Progenitus》 1《静寂/Serenity》 1《トーモッドの墓所/Tormod s Crypt》 第7位 カウンタートップソプター(青白タッチ黒)/Counter-Top Thopters 使用者:Ari C Main Deck 1《アカデミーの廃墟/Academy Ruins》 4《溢れかえる岸辺/Flooded Strand》 6《島/Island》 1《霧深い雨林/Misty Rainforest》 2《平地/Plains》 3《汚染された三角州/Polluted Delta》 1《沸騰する小湖/Scalding Tarn》 1《教議会の座席/Seat of the Synod》 2《Tundra》 1《Underground Sea》 4《渦まく知識/Brainstorm》 4《相殺/Counterbalance》 3《対抗呪文/Counterspell》 1《世界のるつぼ/Crucible of Worlds》 1《仕組まれた爆薬/Engineered Explosives》 4《悟りの教示者/Enlightened Tutor》 4《Force of Will》 2《精神を刻む者、ジェイス/Jace, the Mind Sculptor》 1《Moat》 1《忘却の輪/Oblivion Ring》 1《真髄の針/Pithing Needle》 4《師範の占い独楽/Sensei s Divining Top》 1《弱者の剣/Sword of the Meek》 4《剣を鍬に/Swords to Plowshares》 2《飛行機械の鋳造所/Thopter Foundry》 1《トーモッドの墓所/Tormod s Crypt》 Sideboard 1《基本に帰れ/Back to Basics》 1《赤の防御円/Circle of Protection Red》 1《仕組まれた爆薬/Engineered Explosives》 4《エーテル宣誓会の法学者/Ethersworn Canonist》 1《根絶/Extirpate》 1《謙虚/Humility》 2《水流破/Hydroblast》 2《大祖始の遺産/Relic of Progenitus》 1《静寂/Serenity》 1《トーモッドの墓所/Tormod s Crypt》 第8位 忠臣サバイバル/Retainers Survival 使用者:Davorac Main Deck 2《溢れかえる岸辺/Flooded Strand》 1《森/Forest》 2《島/Island》 4《霧深い雨林/Misty Rainforest》 1《平地/Plains》 1《Savannah》 4《Tropical Island》 2《Tundra》 2《吹きさらしの荒野/Windswept Heath》 1《引き裂かれし永劫、エムラクール/Emrakul, the Aeons Torn》 1《永遠の証人/Eternal Witness》 1《エメリアの盾、イオナ/Iona, Shield of Emeria》 1《セファリッドの女帝ラワン/Llawan, Cephalid Empress》 1《忠臣/Loyal Retainers》 4《貴族の教主/Noble Hierarch》 1《クァーサルの群れ魔道士/Qasali Pridemage》 1《誘惑蒔き/Sower of Temptation》 1《ゴブリンの太守スクイー/Squee, Goblin Nabob》 4《タルモゴイフ/Tarmogoyf》 4《渦まく知識/Brainstorm》 3《相殺/Counterbalance》 1《悟りの教示者/Enlightened Tutor》 4《Force of Will》 2《思案/Ponder》 3《師範の占い独楽/Sensei s Divining Top》 4《適者生存/Survival of the Fittest》 4《剣を鍬に/Swords to Plowshares》 Sideboard 1《エーテル宣誓会の法学者/Ethersworn Canonist》 1《フェアリーの忌み者/Faerie Macabre》 1《ガドック・ティーグ/Gaddock Teeg》 1《大いなる玻璃紡ぎ、綺羅/Kira, Great Glass-Spinner》 2《台所の嫌がらせ屋/Kitchen Finks》 2《クローサの掌握/Krosan Grip》 1《茨の騎士ティヴァダール/Tivadar of Thorn》 2《トーモッドの墓所/Tormod s Crypt》 1《サーボの網/Tsabo s Web》 2《梅澤の十手/Umezawa s Jitte》 1《太陽と月の輪/Wheel of Sun and Moon》
https://w.atwiki.jp/mtg2384/pages/125.html
開催日:2010 / 07 / 10 参加人数:33名 フォーマット:レガシー(~ROE) Constructed Legacy Event #1395803 on 07/10/2010 in Premier Events 優勝:実物提示教育+スタイフルノート/Show and Tell+Stiflenought 準優勝:アルーレン/Aluren 第3位:デス&タックス(白単)/Death&Taxes 第4位:青黒フェアリー(タッチ白)/UB Faeries 第5位:ズー(緑赤白)/Zoo 第6位:カウンタートップソプター(青白)/Counter-Top Thopters 第7位:アド・ストーム/ANT 第8位:発掘/Dredge 優勝 実物提示教育+スタイフルノート/Show and Tell+Stiflenought 使用者:DoctorPenick Main Deck 1《Bayou》 1《森/Forest》 2《島/Island》 3《霧深い雨林/Misty Rainforest》 4《苔汁の橋/Mosswort Bridge》 4《汚染された三角州/Polluted Delta》 1《沼/Swamp》 1《Tropical Island》 3《Underground Sea》 1《新緑の地下墓地/Verdant Catacombs》 4《引き裂かれし永劫、エムラクール/Emrakul, the Aeons Torn》 4《ファイレクシアン・ドレッドノート/Phyrexian Dreadnought》 4《渦まく知識/Brainstorm》 2《強迫/Duress》 4《Force of Will》 1《ドラゴン変化/Form of the Dragon》 4《Lim-Dul s Vault》 2《思案/Ponder》 2《師範の占い独楽/Sensei s Divining Top》 4《実物提示教育/Show and Tell》 4《もみ消し/Stifle》 4《思考囲い/Thoughtseize》 Sideboard 2《ドラゴン変化/Form of the Dragon》 2《クローサの掌握/Krosan Grip》 2《破滅的な行為/Pernicious Deed》 2《真髄の針/Pithing Needle》 4《タルモゴイフ/Tarmogoyf》 3《トーモッドの墓所/Tormod s Crypt》 準優勝 アルーレン/Aluren 使用者:SorryMsJackson Main Deck 2《Bayou》 1《森/Forest》 4《ヘイヴンウッドの古戦場/Havenwood Battleground》 1《島/Island》 4《霧深い雨林/Misty Rainforest》 1《汚染された三角州/Polluted Delta》 1《沼/Swamp》 1《Taiga》 4《Tropical Island》 4《新緑の地下墓地/Verdant Catacombs》 4《極楽鳥/Birds of Paradise》 1《洞窟のハーピー/Cavern Harpy》 4《とぐろ巻きの巫女/Coiling Oracle》 1《夢で忍び寄るもの/Dream Stalker》 2《永遠の証人/Eternal Witness》 4《帝国の徴募兵/Imperial Recruiter》 1《大クラゲ/Man-o -War》 1《寄生的な大梟/Parasitic Strix》 4《魔の魅惑/Aluren》 4《渦まく知識/Brainstorm》 4《陰謀団式療法/Cabal Therapy》 4《Force of Will》 3《直観/Intuition》 Sideboard 1《骨砕き/Bone Shredder》 4《強迫/Duress》 4《仕組まれた疫病/Engineered Plague》 4《クローサの掌握/Krosan Grip》 1《セルキーの垣魔道士/Selkie Hedge-Mage》 1《厳格な試験監督/Stern Proctor》 第3位 デス&タックス(白単)/Death&Taxes 使用者:Blazelix Main Deck 2《トロウケアの敷石/Flagstones of Trokair》 4《Karakas》 2《ミシュラの工廠/Mishra s Factory》 10《平地/Plains》 4《不毛の大地/Wasteland》 3《エーテル宣誓会の法学者/Ethersworn Canonist》 4《ちらつき鬼火/Flickerwisp》 3《ヨツンの兵卒/Jotun Grunt》 3《コロンドールのマンガラ/Mangara of Corondor》 4《ルーンの母/Mother of Runes》 4《セラの報復者/Serra Avenger》 3《石鍛冶の神秘家/Stoneforge Mystic》 4《霊気の薬瓶/AEther Vial》 2《忘却の輪/Oblivion Ring》 1《ルーンの光輪/Runed Halo》 1《火と氷の剣/Sword of Fire and Ice》 1《光と影の剣/Sword of Light and Shadow》 4《剣を鍬に/Swords to Plowshares》 1《梅澤の十手/Umezawa s Jitte》 Sideboard 2《沈黙のオーラ/Aura of Silence》 2《ブレンタンの炉の世話人/Burrenton Forge-Tender》 1《エーテル宣誓会の法学者/Ethersworn Canonist》 3《台所の嫌がらせ屋/Kitchen Finks》 2《貪欲な罠/Ravenous Trap》 3《沈黙/Silence》 2《トーモッドの墓所/Tormod s Crypt》 第4位 青黒フェアリー(タッチ白)/UB Faeries 使用者:thekid Main Deck 1《アカデミーの廃墟/Academy Ruins》 4《溢れかえる岸辺/Flooded Strand》 4《島/Island》 3《湿地の干潟/Marsh Flats》 1《平地/Plains》 2《汚染された三角州/Polluted Delta》 1《沼/Swamp》 3《Tundra》 3《Underground Sea》 4《呪文づまりのスプライト/Spellstutter Sprite》 4《ヴェンディリオン三人衆/Vendilion Clique》 4《苦花/Bitterblossom》 4《渦まく知識/Brainstorm》 4《目くらまし/Daze》 4《Force of Will》 2《魔力の乱れ/Force Spike》 2《精神を刻む者、ジェイス/Jace, the Mind Sculptor》 4《呪文嵌め/Spell Snare》 4《剣を鍬に/Swords to Plowshares》 2《梅澤の十手/Umezawa s Jitte》 Sideboard 4《闇の腹心/Dark Confidant》 3《仕組まれた爆薬/Engineered Explosives》 1《精神を刻む者、ジェイス/Jace, the Mind Sculptor》 3《虚空の力線/Leyline of the Void》 4《流刑への道/Path to Exile》 第5位 ズー(緑赤白)/Zoo 使用者:Angel of Righteousness Main Deck 2《乾燥台地/Arid Mesa》 1《森/Forest》 2《地平線の梢/Horizon Canopy》 1《山/Mountain》 1《平地/Plains》 3《Plateau》 1《Savannah》 2《Taiga》 4《吹きさらしの荒野/Windswept Heath》 4《樹木茂る山麓/Wooded Foothills》 3《渋面の溶岩使い/Grim Lavamancer》 3《聖遺の騎士/Knight of the Reliquary》 2《壌土のライオン/Loam Lion》 4《クァーサルの群れ魔道士/Qasali Pridemage》 3《ステップのオオヤマネコ/Steppe Lynx》 4《タルモゴイフ/Tarmogoyf》 4《野生のナカティル/Wild Nacatl》 4《Chain Lightning》 1《火炎破/Fireblast》 4《稲妻/Lightning Bolt》 3《流刑への道/Path to Exile》 3《発展の代価/Price of Progress》 1《梅澤の十手/Umezawa s Jitte》 Sideboard 1《バジリスクの首輪/Basilisk Collar》 2《ガドック・ティーグ/Gaddock Teeg》 2《クローサの掌握/Krosan Grip》 1《流刑への道/Path to Exile》 1《発展の代価/Price of Progress》 3《紅蓮破/Pyroblast》 1《大祖始の遺産/Relic of Progenitus》 2《トーモッドの墓所/Tormod s Crypt》 1《梅澤の十手/Umezawa s Jitte》 1《太陽と月の輪/Wheel of Sun and Moon》 第6位 カウンタートップソプター(青白)/Counter-Top Thopters 使用者:whiffy penguin Main Deck 1《アカデミーの廃墟/Academy Ruins》 4《溢れかえる岸辺/Flooded Strand》 7《島/Island》 3《霧深い雨林/Misty Rainforest》 2《平地/Plains》 1《教議会の座席/Seat of the Synod》 1《Tropical Island》 2《Tundra》 1《Underground Sea》 4《渦まく知識/Brainstorm》 4《相殺/Counterbalance》 3《対抗呪文/Counterspell》 1《世界のるつぼ/Crucible of Worlds》 1《仕組まれた爆薬/Engineered Explosives》 4《悟りの教示者/Enlightened Tutor》 4《Force of Will》 1《謙虚/Humility》 2《精神を刻む者、ジェイス/Jace, the Mind Sculptor》 1《Moat》 1《忘却の輪/Oblivion Ring》 4《師範の占い独楽/Sensei s Divining Top》 1《弱者の剣/Sword of the Meek》 4《剣を鍬に/Swords to Plowshares》 2《飛行機械の鋳造所/Thopter Foundry》 1《トーモッドの墓所/Tormod s Crypt》 Sideboard 1《基本に帰れ/Back to Basics》 1《赤の防御円/Circle of Protection Red》 1《仕組まれた爆薬/Engineered Explosives》 4《翻弄する魔道士/Meddling Mage》 3《流刑への道/Path to Exile》 1《真髄の針/Pithing Needle》 2《大祖始の遺産/Relic of Progenitus》 1《静寂/Serenity》 1《トーモッドの墓所/Tormod s Crypt》 第7位 アド・ストーム/ANT 使用者:pootank Main Deck 2《真鍮の都/City of Brass》 4《宝石鉱山/Gemstone Mine》 1《汚染された三角州/Polluted Delta》 3《沸騰する小湖/Scalding Tarn》 2《Underground Sea》 1《Volcanic Island》 1《むかつき/Ad Nauseam》 4《渦まく知識/Brainstorm》 4《燃え立つ願い/Burning Wish》 4《金属モックス/Chrome Mox》 4《暗黒の儀式/Dark Ritual》 4《強迫/Duress》 1《巣穴からの総出/Empty the Warrens》 4《冥府の教示者/Infernal Tutor》 4《ライオンの瞳のダイアモンド/Lion s Eye Diamond》 4《水蓮の花びら/Lotus Petal》 2《オアリムの詠唱/Orim s Chant》 4《思案/Ponder》 4《炎の儀式/Rite of Flame》 2《沈黙/Silence》 1《苦悶の触手/Tendrils of Agony》 Sideboard 1《蒸気の連鎖/Chain of Vapor》 1《先細りの収益/Diminishing Returns》 1《残響する真実/Echoing Truth》 1《巣穴からの総出/Empty the Warrens》 1《ぶどう弾/Grapeshot》 1《不正利得/Ill-Gotten Gains》 1《クローサの掌握/Krosan Grip》 3《紅蓮破/Pyroblast》 2《破壊放題/Shattering Spree》 1《苦悶の触手/Tendrils of Agony》 1《思考囲い/Thoughtseize》 1《拭い捨て/Wipe Away》 第8位 発掘/Dredge 使用者:ckjybrb Main Deck 4《セファリッドの円形競技場/Cephalid Coliseum》 1《島/Island》 4《霧深い雨林/Misty Rainforest》 3《沸騰する小湖/Scalding Tarn》 4《Underground Sea》 1《絶望の天使/Angel of Despair》 4《ゴルガリの墓トロール/Golgari Grave-Troll》 4《イチョリッド/Ichorid》 1《エメリアの盾、イオナ/Iona, Shield of Emeria》 4《ナルコメーバ/Narcomoeba》 4《朽ちゆくインプ/Putrid Imp》 4《臭い草のインプ/Stinkweed Imp》 1《明けの星、陽星/Yosei, the Morning Star》 4《打開/Breakthrough》 4《黄泉からの橋/Bridge from Below》 4《陰謀団式療法/Cabal Therapy》 4《入念な研究/Careful Study》 2《暗黒破/Darkblast》 3《戦慄の復活/Dread Return》 Sideboard 1《祖神に選ばれし者/Ancestor s Chosen》 3《蒸気の連鎖/Chain of Vapor》 1《残響する真実/Echoing Truth》 1《炎の血族の盲信者/Flame-Kin Zealot》 4《虚空の力線/Leyline of the Void》 2《真髄の針/Pithing Needle》 3《思考囲い/Thoughtseize》