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https://w.atwiki.jp/nodamage24hours/pages/23.html
If you have Super Mario 64, you can participate this festival! This is the big chance to improve your record of SUPER JINSEI PLAY (Super Lifetime Play)! (On the special rules in this festival (authorized by gala, the originator of SUPER JINSEI PLAY), you can try as many times as needed in one day, and the record you achieved in this festival is treated the same way as usual. However, unless you complete the game on the first try in one day, you can t advance to the second lap to improve the record to more than 120.) Those who have never played, have lots of time, and have little time but want to try, are all welcome! To participants It is glad you join us as organizers as well. Enjoy the festival^o^/ Date Start April 19, 22 00(Japan), April 19, 08 00 (US Central Daylight Time) End April 20, 23 00(Japan), April 20, 09 00 (US Central Daylight Time) Contact to organizer twitter ro_rot skype sandglass588 Nicolive Festival Community and Live coverage Nicolive Festival・Tournament・Event Community %23nodamage24 に関するツイート!function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],p=/^http /.test(d.location)? http https ;if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src=p+ //platform.twitter.com/widgets.js ;fjs.parentNode.insertBefore(js,fjs);}}(document, script , twitter-wjs );
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クエストのカード アルファベット順カードリスト 【A】 A Cut Above(一枚上手) Anti-Metal Claws(対金属爪) Arachnophobia(蜘蛛恐怖症) Asgard s Thunder(アスガルドの雷) Astonishing Spider-Girl(イケてるスパイダーガール) Astral Haunting(幽霊の出没) Avenger s Courage(報復者の勇気) 【B】 Believe in Magic(魔術への信仰) Berserker Rage(狂戦士の怒り) Beyond Defeat(敗北を越えて) Black Widow, White Queen(ブラックウィドウ、ホワイトクイーン) Blastercise(ブラスタサイズ) Blind Detective(盲目の探偵) Buzz in Your Ear(耳の中の羽音) 【C】 Call the Tempest(嵐の召喚) Carnotaurus Hunger(獣脚龍の飢え) Chain Lightning(連鎖電撃) Claws and Effect(爪と影響) Claws of the Hunters(狩人の爪) Cold Fusion(低温核融合) Comin Right at Ya(ただいま参上!) Cosmic Guardians(宇宙の守護者) Cybernetic Arm(人工の腕) 【D】 Darting Insect(矢の如き昆虫) Diamond Body(ダイアモンドの体) Diamond Focus(ダイアモンドの照準) Diamonds Are a Girl s BFF(ダイアは女の永遠の友) Divine Might(神通力) Drain Life(生命吸収) Drop the Hulk Bomb(ハルク爆弾投下) 【E】 E = Mr. Fantastic Squared(E=Mr.Fの二乗) Earth s Mightiest Heroes(地球で一番の勇者) Edge of Danger(危険な刃) Elastic Intellect(柔軟な知性) Endless Thirst(やまない渇き) Engage Uni-Beam(ユニビーム発射!) 【F】 Fancy Footwork(見事な足運び) Fantastic Force(ファンタスティック・フォース) Fantastic Idea(素敵なアイデア) Fast as Lightning(速きこと稲妻の如し) Feral Stalker(野生の追跡者) Flipping Out(自制の喪失) Fly Girls(飛んでる女) Fold You in Half(折り畳んでやるぜ) Fury of the Thunder God(雷神の怒り) 【G】 Gadget for Everything(万能装置) Go Team !(みんな頑張れ!) Got Another Thing Coming(やぶへび) Got the Drop on You(先に手を出せ) Grand Theft(重窃盗) Great Hexpectations(大いなる魔法の遺産) 【H】 Hanging Around(うろうろ) Heroic Effort(英雄的努力) High Explosives(高性能爆薬) Holo-Combat(ホロ・コンバット) Hospital Visit(お見舞い) Hourglass Trick(砂時計の罠) Hulk Get Angry!(ハルク、怒った!) Hulk Go Crazy!(ハルク、キレる!) Hulk Hurt, Hulk MAD!(ハルク、傷ついた、ハルク怒った!) Hungry for Battle(戦いへの飢え) Hyperspace(超空間) 【I】 I Must Break You(お前をぶっ潰す) I ll Take That(それ、もらうね) Inferno Missile(インフェルノ・ミサイル) Infinity Blaster(無限砲) Invisible Squeeze(見えない圧迫) Iron Avenger(鉄の報復者) It s Not Easy Being Green(緑は一筋縄ではいかない) 【J】 Jujitsu(柔術) 【L】 Leap of Faith(信頼の跳躍) Lightning Strikes Twice(雷は二度落ちる) Little Surprise(小さな驚き) Look What I Found!(これな~んだ!) Look What We Caught !(これな~んだ! これな~んだ!) Loop de Loop(ぐるりぐるぐる) 【M】 Magnetic Personality(離れられない関係) Master Spy(マスタースパイ) Mental Blank(記憶の空白) Mysteries of Vibranium(ヴィブラニウムの神秘) 【N】 Night Knight(夜の騎士) Nimble and Quick(機転と機敏) 【O】 Oh, Blast(うはあー) Out of Nowhere(どこからともなく) Overpower(超怪力) 【P】 Phase and Rescue(移相の救出) Plunder Your Plans(作戦泥棒) Pounce of the Jungle Cat(密林の猫爪) Power Grab(力の強奪) Power Lifting(重量挙げ) Pterodactyl Drop(翼竜の急襲) Punch Out(殴り飛ばし) 【Q】 Quick as a Wink(瞬きの如き素早さ) 【R】 Radar Sense(レーダー感知) Raptor Rush(爬虫類の猛攻) Rebound(リバウンド) Redwing, Attack!(行け、レッドウィング!) Reptathlon(レプタスロン) Ride to the Rescue(救援隊出動) Risky Strike(きわどい攻撃) Rogue s Gallery(盗賊の美術館) Rough and Tough(急場しのぎ) 【S】 S.H.I.E.L.D. Master(シールドマスター) Savage Leap(野蛮な跳躍) Seeing with New Eyes(新しい眼の眺め) Short Circuit(ショート) Size Matters(大きさの問題) Snapshot(気軽な射撃) Sneak and Peak(山頂の偵察) Sorceror Supreme(最高位魔術師) Soul of Wakanda(ワカンダの魂) Spider-Shock(スパイダーショック) Spring Cleaning(大掃除) Star-Spangled Soldier(星をまといし戦士) Sting of the Wasp(雀蜂のひと刺し) Strength of Steel(鋼の強さ) Strength of the Spiders(蜘蛛の強さ) Stronger Than I Thought...(思ったより力が出ちまった) Stunning Beauty(気絶の森の美女) Super Nova(超新星爆発) 【T】 Teddy Blaster(テディベア熱線銃) Telepathic Command(思念の命令) Temperature Spike(温度の一撃) The Norse Wind(ノルウェイの風) The Old Football Trick(ひと昔前の手口) The Power Cosmic(宇宙の力) The Stars Have Aligned(惑星直列) Through Solid Stone(石抜け) Time Bomb(時限爆弾) Tornado Blitz(竜巻の猛襲) Triceratops Trample(大角龍の踏みつけ) 【U】 Unbeatable Pair(無敵のペア) Up Your Nose(ばかったれ) 【V】 Vampire Hero(吸血鬼の英雄) Veil of Rain(雨の目隠し) 【W】 Walk on the Wild Side(野生の散策) Wall-Crawler(壁を這う者) War Heroes(軍神) Web-Slinger(蜘蛛糸使い) Winged Wonder(翼ある驚異) World Wide Web(ワールド・ワイド・ウェッブ) 【Y】 You Can t Outrun Lightning(稲妻は追い越せない) You Gotta Be Kidding Me !(馬鹿にすんなよ!) You Wouldn t Like Me(俺の事好きじゃないだろ)
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Eclipseプラグインを使ったAndroidアプリケーションの作成 Eclipseプラグインを使わないAndroidアプリケーションの作成 |######ここまで翻訳######| Implementing Activity Callbacks Opening a New ScreenOpening a Screen Some Intent examples Returning a Result from a Screen Lifetime of the new screen Listening for Button Clicks Configuring General Window Properties Storing and Retrieving StateStoring and Retrieving Larger or More Complex Persistent Data Playing Media Files Listening For and Broadcasting Global Messages, and Setting AlarmsSending the message Receiving the message Other system messages Listening for phone events Setting Alarms Displaying AlertsNormal Alerts AlertDialog Notifications Displaying a Progress Bar Adding Your Application to the Favorites List Adding Items to the Screen MenuAdding Submenus Adding yourself to menus on other applications The offering application Display a Web Page Binding to Data Capture Images from the Phone Camera Handling Expensive Operations in the UI Thread Selecting, Highlighting, or Styling Portions of Text List of Files for an Android Application Eclipseプラグインを使ったAndroidアプリケーションの作成 Android Eclipseプラグインを使用することは、新しいAndroidアプリケーションの作成を始める最も高速で最も簡単な方法です。 プラグインは自動的にあなたのアプリケーションのために正しいプロジェクト構造を生成し、リソースを自動的にコンパイルしてくれます。 Androidアプリケーションの動作原理を理解するために、Androidアプリケーション解体新書を読んでみるのもよいでしょう。 SDKの sample/ フォルダでApiDemosアプリケーションと他のサンプルアプリケーションを見てみることもお勧めします。 最終的にはHello AndroidとNotepadのコードチュートリアルを行うことがEclipseでのAndroid開発を始めるには素敵な方法です。 特にHello Androidチュートリアルを行うことは、Eclipseで新しいAndroidアプリケーションを作成するための優れた導入方法となるでしょう。 Eclipseプラグインを使わないAndroidアプリケーションの作成 |######ここまで翻訳######| This topic describes the manual steps in creating an Android application. Before reading this, you should read Overview of an Android Application to understand the basics of how an Android application works. You might also want to look at the sample applications that ship with Android under the samples/ directory. Here is a list of the basic steps in building an application. 1. Create your required resource files This includes the AndroidManifest.xml global description file, string files that your application needs, and layout files describing your user interface. A full list of optional and required files and syntax details for each is given in File List for an Android Application. 2. Design your user interface See Implementing a UI for details on elements of the Android screen. 3. Implement your Activity (this page) You will create one class/file for each screen in your application. Screens will inherit from an android.app class, typically android.app.Activity for basic screens, android.app.ListActivity for list screens, or android.app.Dialog for dialog boxes. You will implement the required callbacks that let you draw your screen, query data, and commit changes, and also perform any required tasks such as opening additional screens or reading data from the device. Common tasks, such as opening a new screen or reading data from the device, are described below. The list of files you ll need for your application are described in List of Files for an Android Application. 4. Build and install your package. The Android SDK has some nice tools for generating projects and debugging code. Implementing Activity Callbacks Android calls a number of callbacks to let you draw your screen, store data before pausing, and refresh data after closing. You must implement at least some of these methods. See Lifetime of a Screen to learn when and in what order these methods are called. Here are some of the standard types of screen classes that Android provides android.app.Activity - This is a standard screen, with no specialization. android.app.ListActivity - This is a screen that is used to display a list of something. It hosts a ListView object, and exposes methods to let you identify the selected item, receive callbacks when the selected item changes, and perform other list-related actions. android.app.Dialog - This is a small, popup dialog-style window that isn t intended to remain in the history stack. (It is not resizeable or moveable by the user.) Opening a New Screen Your Activity will often need to open another Activity screen as it progresses. This new screen can be part of the same application or part of another application, the new screen can be floating or full screen, it can return a result, and you can decide whether to close this screen and remove it from the history stack when you are done with it, or to keep the screen open in history. These next sections describe all these options. Floating or full? When you open a new screen you can decide whether to make it transparent or floating, or full-screen. The choice of new screen affects the event sequence of events in the old screen (if the new screen obscures the old screen, a different series of events is called in the old screen). See Lifetime of an Activity for details. Transparent or floating windows are implemented in three standard ways Create an app.Dialog class Create an app.AlertDialog class Set the Theme_Dialog theme attribute to @android style/Theme.Dialog in your AndroidManifest.xml file. For example activity class="AddRssItem" android label="Add an item" android theme="@android style/Theme.Dialog"/ Calling startActivity() or startSubActivity() will open a new screen in whatever way it defines itself (if it uses a floating theme it will be floating, otherwise it will be full screen). Opening a Screen When you want to open a new screen, you can either explicitly specify the activity class to open, or you can let the operating system decide which screen to open, based upon the data and various parameters you pass in. A screen is opened by calling startActivity and passing in an Intent object, which specifies the criteria for the handling screen. To specify a specific screen, call Intent.setClass or setClassName with the exact activity class to open. Otherwise, set a variety of values and data, and let Android decide which screen is appropriate to open. Android will find one or zero Activities that match the specified requirements; it will never open multiple activities for a single request. More information on Intents and how Android resolves them to a specific class is given in the Intent topic. Some Intent examples The following snippet loads the com.google.android.samples.Animation1 class, and passes it some arbitrary data. Intent myIntent = new Intent(); myIntent.component = "com.google.android.samples.Animation1"; myIntent.putExtra("com.google.android.samples.SpecialValue", "Hello, Joe!"); // key/value pair, where key needs current package prefix. startActivity(myIntent); The next snippet requests that a Web page be opened by specifying the VIEW action, and a URI data string starting with "http //" schema Intent myIntent = new Intent("android.intent.action.VIEW", "http //www.google.com"); myIntent.putExtra("com.google.android.samples.SpecialValue", "Hello, Joe!"); // key/value pair, where key needs current package prefix. Here is the intent filter from the AndroidManifest.xml file for com.google.android.browser intent-filter action value="android.intent.action.VIEW" / category value="android.intent.category.DEFAULT" / scheme value="http" / scheme value="https" / scheme value="file" / /intent-filter Android defines a number of standard values, for instance the action constants defined by Intent. You can define custom values, but both the caller and handler must use them. See the intent-filter tag description in AndroidManifest.xml File Details for more information on the manifest syntax for the handling application. Returning a Result from a Screen A window can return a result after it closes. This result will be passed back into the calling Activity s onActivityResult() method, which can supply an integer result code, a string of data, and a Bundle of arbitrary data, along with the request code passed to startSubActivity(). Note that you must call the startSubActivity() method that accepts a request code parameter to get this callback. The following code demonstrates opening a new screen and retrieving a result. // Open the new screen. public void onClick(View v){ // Start the activity whose result we want to retrieve. The // result will come back with request code GET_CODE. Intent intent = new Intent(this, com.example.app.ChooseYourBoxer.class); startSubActivity(intent, CHOOSE_FIGHTER); } // Listen for results. protected void onActivityResult(int requestCode, int resultCode, String data, Bundle extras){ // See which child activity is calling us back. switch (resultCode) { case CHOOSE_FIGHTER // This is the standard resultCode that is sent back if the // activity crashed or didn t doesn t supply an explicit result. if (resultCode == RESULT_CANCELED){ myMessageboxFunction("Fight cancelled"); } else { myFightFunction(data, extras); } default break; } } // Class SentResult // Temporary screen to let the user choose something. private OnClickListener mLincolnListener = new OnClickListener(){ public void onClick(View v) { Bundle stats = new Bundle(); stats.putString("height","6\ 4\""); stats.putString("weight", "190 lbs"); stats.putString("reach", "74\""); setResult(RESULT_OK, "Lincoln", stats); finish(); } }; private OnClickListener mWashingtonListener = new OnClickListener() { public void onClick(View v){ Bundle stats = new Bundle(); stats.putString("height","6\ 2\""); stats.putString("weight", "190 lbs"); stats.putString("reach", "73\""); setResult(RESULT_OK, "Washington", Bundle); finish(); } }; Lifetime of the new screen An activity can remove itself from the history stack by calling Activity.finish() on itself, or the activity that opened the screen can call Activity.finishSubActivity() on any screens that it opens to close them. Listening for Button Clicks Button click and other UI event capturing are covered in Listening for UI Notifications on the UI Design page. Configuring General Window Properties You can set a number of general window properties, such as whether to display a title, whether the window is floating, and whether it displays an icon, by calling methods on the Window member of the underlying View object for the window. Examples include calling getWindow().requestFeature() (or the convenience method requestWindowFeature(some_feature)) to hide the title. Here is an example of hiding the title bar //Hide the title bar requestWindowFeature(Window.FEATURE_NO_TITLE); Storing and Retrieving State If your application is dumped from memory because of space concerns, it will lose all user interface state information such as checkbox state and text box values as well as class member values. Android calls Activity.onFreeze before it pauses the application. This method hands in a Bundle that can be used to store name/value pairs that will persist and be handed back to the application even if it is dropped from memory. Android will pass this Bundle back to you when it calls onCreate(). This Bundle only exists while the application is still in the history stack (whether or not it has been removed from memory) and will be lost when the application is finalized. See the topics for onFreeze(Bundle) and onCreate(Bundle) for examples of storing and retrieving state. Read more about the life cycle of an application in Lifetime of an Activity. Storing and Retrieving Larger or More Complex Persistent Data Your application can store files or complex collection objects, and reserve them for private use by itself or other activities in the application, or it can expose its data to all other applications on the device. See Storing, Retrieving, and Exposing Data to learn how to store and retrieve private data, how to store and retrieve common data from the device, and how to expose your private data to other applications. Playing Media Files Please see the document Android Media APIs for more details. Listening For and Broadcasting Global Messages, and Setting Alarms You can create a listening class that can be notified or even instantiated whenever a specific type of system message is sent. The listening classes, called intent receivers, extend IntentReceiver. If you want Android to instantiate the object whenever an appropriate intent notification is sent, define the receiver with a receiver element in the AndroidManifext.xml file. If the caller is expected to instantiate the object in preparation to receive a message, this is not required. The receiver will get a call to their IntentReceiver.onReceiveIntent() method. A receiver can define an intent-filter tag that describes the types of messages it will receive. Just as Android s IntentResolver will look for appropriate Activity matches for a startActivity() call, it will look for any matching Receivers (but it will send the message to all matching receiver, not the "best" match). To send a notification, the caller creates an Intent object and calls Activity.broadcastIntent() with that Intent. Multiple recipients can receive the same message. You can broadcast an Intent message to an intent receiver in any application, not only your own. If the receiving class is not registered using receiver in its manifest, you can dynamically instantiate and register a receiver by calling Context.registerReceiver(). Receivers can include intent filters to specify what kinds of intents they are listening for. Alternatively, if you expect a single known caller to contact a single known receiver, the receiver does not specify an intent filter, and the caller specifies the receiver s class name in the Intent by calling Intent.setClassName() with the recipient s class name. The recipient receives a Context object that refers to its own package, not to the package of the sender. Note If a receiver or broadcaster enforces permissions, your application might need to request permission to send or receive messages from that object. You can request permission by using the uses-permission tag in the manifest. Here is a code snippet of a sender and receiver. This example does not demonstrate registering receivers dynamically. For a full code example, see the AlarmService class in the ApiDemos project. Sending the message // We are sending this to a specific recipient, so we will // only specify the recipient class name. Intent intent = new Intent(this, AlarmReceiver.class); intent.putExtra("message","Wake up."); broadcastIntent(intent); Receiving the message Receiver AndroidManifest.xml (because there is no intent filter child, this class will only receive a broadcast when the receiver class is specified by name, as is done in this example) receiver class=".AlarmReceiver" / Receiver Java code public class AlarmReceiver extends IntentReceiver{ // Display an alert that we ve received a message. @Override public void onReceiveIntent(Context context, Intent intent){ // Send a text notification to the screen. NotificationManager nm = (NotificationManager) context.getSystemService(Context.NOTIFICATION_SERVICE); nm.notifyWithText(R.id.alarm, "Alarm!!!", NotificationManager.LENGTH_SHORT, null); } } Other system messages You can listen for other system messages sent by Android as well, such as USB connection/removal messages, SMS arrival messages, and timezone changes. See Intent for a list of broadcast messages to listen for. Messages are marked "Broadcast Action" in the documentation. Listening for phone events The telephony package overview page describes how to register to listen for phone events. Setting Alarms Android provides an AlarmManager service that will let you specify an Intent to send at a designated time. This intent is typically used to start an application at a preset time. (Note If you want to send a notification to a sleeping or running application, use Handler instead.) Displaying Alerts There are two major kinds of alerts that you may display to the user (1) Normal alerts are displayed in response to a user action, such as trying to perform an action that is not allowed. (2) Out-of-band alerts, called notifications, are displayed as a result of something happening in the background, such as the user receiving new e-mail. Normal Alerts Android provides a number of ways for you to show popup notifications to your user as they interact with your application. Class Description app.AlertDialogorContext.showAlert() A popup alert dialog with two buttons (typically OK and Cancel) that take callback handlers. It can be created separately, or launched using the Application helper method Context.showAlert(). See the section after this table for more details. ProgressDialog A dialog box used to indicate progress of an operation with a known progress value or an indeterminate length (setProgress(bool)). See Views Progress Bar in ApiDemos for examples. Activity By setting the theme of an activity to android theme="android style/Theme.Dialog", your activity will take on the appearance of a normal dialog, floating on top of whatever was underneath it. You usually set the theme through the android theme attribute in your AndroidManifest.xml. The advantage of this over Dialog and AlertDialog is that Application has a much better managed lifecycle than dialogs if a dialog goes to the background and is killed, you cannot recapture state, whereas Application exposes a Bundle of saved values in onCreate() to help you maintain state. AlertDialog This is a basic warning dialog box that lets you configure a message, button text, and callback. You can create one by calling the Application helper method Context.showAlert(), as shown here. private Handler mHandler = new Handler() { public void handleMessage(Message msg) { switch (msg.what) { case ACCEPT_CALL answer(msg.obj); break; case BOUNCE_TO_VOICEMAIL voicemail(msg.obj); break; } } }; private void IncomingMotherInlawCall(Connection c) { String Text; // "Answer" callback. Message acceptMsg = Message.obtain(); acceptMsg.target = mHandler; acceptMsg.what = ACCEPT_CALL; acceptMsg.obj = c.getCall(); // "Cancel" callback. Message rejectMsg = Message.obtain(); rejectMsg.target = mHandler; rejectMsg.what = BOUNCE_TO_VOICEMAIL; rejectMsg.obj = c.getCall(); showAlert(null, "Phyllis is calling", "Answer", acceptMsg, true, rejectMsg); } Notifications Out-of-band alerts should always be displayed using the NotificationManager, which allows you to tell the user about something they may be interested in without disrupting what they are currently doing. A notification can be anything from a brief pop-up box informing the user of the new information, through displaying a persistent icon in the status bar, to vibrating, playing sounds, or flashing lights to get the user s attention. In all cases, the user must explicitly shift their focus to the notification before they can interact with it. The following code demonstrates using NotificationManager to display a basic text popup when a new SMS message arrives in a listening service, and provides the current message count. You can see several more examples in the ApiDemos application, under app/ (named notification*.java). static void setNewMessageIndicator(Context context, int messageCount){ // Get the static global NotificationManager object. NotificationManager nm = NotificationManager.getDefault(); // If we re being called because a new message has been received, // then display an icon and a count. Otherwise, delete the persistent // message. if (messageCount 0) { nm.notifyWithText(myApp.NOTIFICATION_GUID, // ID for this notification. messageCount + " new message" + messageCount 1 ? "s" "", // Text to display. NotificationManager.LENGTH_SHORT); // Show it for a short time only. } } To display a notification in the status bar and have it launch an intent when the user selects it (such as the new text message notification does), call NotificationManager.notify(), and pass in vibration patterns, status bar icons, or Intents to associate with the notification. Displaying a Progress Bar An activity can display a progress bar to notify the user that something is happening. To display a progress bar in a screen, call Activity.requestWindowFeature(Window.FEATURE_PROGRESS). To set the value of the progress bar, call Activity.getWindow().setFeatureInt(Window.FEATURE_PROGRESS, level). Progress bar values are from 0 to 9,999, or set the value to 10,000 to make the progress bar invisible. You can also use the ProgressDialog class, which enables a dialog box with an embedded progress bar to send a "I m working on it" notification to the user. Adding Your Application to the Favorites List You can t. Only a user can add an application to the Favorites list. Adding Items to the Screen Menu Every Android screen has a default menu with default options, such as adding the activity to the favorites menu. You can add your own menu entries to the default menu options by implementing Activity.onCreateOptionsMenu or Activity.onPrepareOptionsMenu(), and adding Item objects to the Menu passed in. To handle clicks implement Activity.onOptionsItemSelected() to handle the click in your Activity class. You may also pass the Item object a handler class that implements the Runnable class (a handler) but this is less efficient and discouraged. An application receives a callback at startup time to enable it to populate its menu. Additionally, it receives callbacks each time the user displays the options menu to let you perform some contextual modifications on the menu. To populate the menu on startup, override Activity.onCreateOptionsMenu; to populate it when the menu is called (somewhat less efficient), you can override Activity.onPrepareOptionsMenu(). Each Activity has its own menu list. Menu items are displayed in the order added, though you can group them as described in the Menu.add documentation. The following code snippet adds three items to the default menu options and handles them through the overridden Activity.onOptionsItemSelected() method. You can show or hide menu items by calling setItemShown() or setGroupShown(). // Called only the first time the options menu is displayed. // Create the menu entries. // Menu adds items in the order shown. @Override public boolean onCreateOptionsMenu(Menu menu) { super.onCreateOptionsMenu(menu); // Parameters for menu.add are // group -- Not used here. // id -- Used only when you want to handle and identify the click yourself. // title menu.add(0, 0, "Zoom"); menu.add(0, 1, "Settings"); menu.add(0, 2, "Other"); return true; } // Activity callback that lets your handle the selection in the class. // Return true to indicate that you ve got it, false to indicate // that it should be handled by a declared handler object for that // item (handler objects are discouraged for reasons of efficiency). @Override public boolean onOptionsItemSelected(Menu.Item item){ switch (item.getId()) { case 0 showAlert("Menu Item Clicked", "Zoom", "ok", null, false, null); return true; case 1 showAlert("Menu Item Clicked", "Settings", "ok", null, false, null); return true; case 2 showAlert("Menu Item Clicked", "Other", "ok", null, false, null); return true; } return false; } You can add key shortcuts by calling the Item.setAlphabeticShortcut() or Item.setNumericShortcut() methods, as demonstrated here to add a "C" shortcut to a menu item thisItem.setAlphabeticShortcut(0, c ); Adding Submenus Add a submenu by calling Menu.addSubMenu(), which returns a SubMenu object. You can then add additional items to this menu. Menus can only be one level deep, and you can customize the appearance of the submenu menu item. @Override public boolean onCreateOptionsMenu(Menu menu) { super.onCreateOptionsMenu(menu); // Parameters for menu.add are // group -- Not used here. // id -- Used only when you want to handle and identify the click yourself. // title menu.add(0, 0, "Send message"); menu.add(0, 1, "Settings"); menu.add(0, 2, "Local handler"); menu.add(0, 3, "Launch contact picker"); // Add our submenu. SubMenu sub = menu.addSubMenu(1, 4, "Days of the week"); sub.add(0, 5, "Monday"); sub.add(0, 6, "Tuesday"); sub.add(0, 7, "Wednesday"); sub.add(0, 8, "Thursday"); sub.add(0, 9, "Friday"); sub.add(0, 10, "Saturday"); sub.add(0, 11, "Sunday"); return true; } Adding yourself to menus on other applications You can also advertise your Activity s services so that other Activities can add your activity to their own option menu. For example, suppose you implement a new image handling tool that shrinks an image to a smaller size and you would like to offer this as a menu option to any other Activity that handles pictures. To do this, you would exposes your capabilities inside an intent filter in your manifest. If another application that handles photos asks Android for any Activities that can perform actions on pictures, Android will perform intent resolution, find your Activity, and add it to the other Activity s options menu. The offering application The application offering the service must include an intent-filter element in the manifest, inside the activity tag of the offering Activity. The intent filter includes all the details describing what it can do, such as a type element that describes the MIME type of data that it can handle, a custom action value that describes what your handling application can do (this is so that when it receives the Intent on opening it knows what it is expected to do), and most important, include a category filter with the value android.intent.category.ALTERNATIVE and/or android.intent.category.SELECTED_ALTERNATIVE (SELECTED_ALTERNATIVE is used to handle only the currently selected element on the screen, rather than the whole Activity intent. Here s an example of a snip of a manifest that advertises picture shrinking technology for both selected items and the whole screen. activity class="PictureShrink" !-- Handling class -- intent-filter label="Shrink picture" !-- Menu label to display -- action value="com.example.sampleapp.SHRINK_IT" / type value="image/*" / !-- MIME type for generic images -- category value="android.intent.category.ALTERNATIVE " / category value="android.intent.category.SELECTED_ALTERNATIVE" / /intent-filter /activity The menu-displaying application An application that wants to display a menu that includes any additional external services must, first of all, handle its menu creation callback. As part of that callback it creates an intent with the category Intent.ALTERNATIVE_CATEGORY and/or Intent.SELECTED_ALTERNATIVE, the MIME type currently selected, and any other requirements, the same way as it would satisfy an intent filter to open a new Activity. It then calls menu.addIntentOptions() to have Android search for and add any services meeting those requirements. It can optionally add additional custom menu items of its own. You should implement SELECTED_ALTERNATIVE in onPrepareOptionsMenu() rather than onCreateOptionsMenu(), because the user s selection can change after the application is launched. Here s a code snippet demonstrating how a picture application would search for additional services to display on its menu. @Override public boolean onCreateOptionsMenu(Menu menu){ super.onCreateOptionsMenu(menu); // Create an Intent that describes the requirements to fulfill to be included // in our menu. The offering app must include a category value of Intent.ALTERNATIVE_CATEGORY. Intent intent = new Intent(null, getIntent().getData()); intent.addCategory(Intent.ALTERNATIVE_CATEGORY); // Search for, and populate the menu with, acceptable offering applications. menu.addIntentOptions( 0, // Group 0, // Any unique IDs we might care to add. MySampleClass.class.getName(), // Name of the class displaying the menu--here, its this class. null, // No specifics. intent, // Previously created intent that describes our requirements. 0, // No flags. null); // No specifics. return true; } Display a Web Page Use the webkit.WebView object. Binding to Data You can bind a ListView to a set of underlying data by using a shim class called ListAdapter (or a subclass). ListAdapter subclasses bind to a variety of data sources, and expose a common set of methods such as getItem() and getView(), and uses them to pick View items to display in its list. You can extend ListAdapter and override getView() to create your own custom list items. There are essentially only two steps you need to perform to bind to data 1. Create a ListAdapter object and specify its data source 2. Give the ListAdapter to your ListView object. That s it! Here s an example of binding a ListActivity screen to the results from a cursor query. (Note that the setListAdapter() method shown is a convenience method that gets the page s ListView object and calls setAdapter() on it.) // Run a query and get a Cursor pointing to the results. Cursor c = People.query(this.getContentResolver(), null); startManagingCursor(c); // Create the ListAdapter. A SimpleCursorAdapter lets you specify two interesting things // an XML template for your list item, and // The column to map to a specific item, by ID, in your template. ListAdapter adapter = new SimpleCursorAdapter(this, android.R.layout.simple_list_item_1, // Use a template that displays a text view c, // Give the cursor to the list adapter new String[] {People.NAME} , // Map the NAME column in the people database to... new String[] {"text1"}); // The "text1" view defined in the XML template setListAdapter(adapter); See view/List4 in the ApiDemos project for an example of extending ListAdapter for a new data type. Capture Images from the Phone Camera You can hook into the device s camera onto your own Canvas object by using the CameraDevice class. See that class s documentation, and the ApiDemos project s Camera Preview application (Graphics/Camera Preview) for example code. Handling Expensive Operations in the UI Thread Avoid performing long-running operations (such as network I/O) directly in the UI thread — the main thread of an application where the UI is run — or your application may be blocked and become unresponsive. Here is a brief summary of the recommended approach for handling expensive operations 1. Create a Handler object in your UI thread 2. Spawn off worker threads to perform any required expensive operations 3. Post results from a worker thread back to the UI thread s handler either through a Runnable or a Message 4. Update the views on the UI thread as needed The following outline illustrates a typical implementation public class MyActivity extends Activity { [ . . . ] // Need handler for callbacks to the UI thread final Handler mHandler = new Handler(); // Create runnable for posting final Runnable mUpdateResults = new Runnable() { @Override public void run() { updateResultsInUi(); } }; @Override protected void onCreate(Bundle icicle) { super.onCreate(icicle); [ . . . ] } protected void startLongRunningOperation() { // Fire off a thread to do some work that we shouldn t do directly in the UI thread Thread t = new Thread() { public void run() { mResults = doSomethingExpensive(); mHandler.post(mUpdateResults); } }; t.start(); } private void updateResultsInUi() { // Back in the UI thread -- update our UI elements based on the data in mResults [ . . . ] } } For further discussions on this topic, see Developing Responsive Applications and the Handler documentation. Selecting, Highlighting, or Styling Portions of Text You can highlight or style the formatting of strings or substrings of text in a TextView object. There are two ways to do this If you use a string resource, you can add some simple styling, such as bold or italic using HTML notation. So, for example, in res/values/strings.xml you could declare this resource string id="@+id/styled_welcome_message" We are b i so /i /b glad to see you. /string /resources To style text on the fly, or to add highlighting or more complex styling, you must use the Spannable object as described next. To style text on the fly, you must make sure the TextView is using Spannable storage for the text (this will always be true if the TextView is an EditText), retrieve its text with getText(), and call setSpan(Object, int, int, int), passing in a new style class from the android.text.style package and the selection range. The following code snippet demonstrates creating a string with a highlighted section, italic section, and bold section, and adding it to an EditText object. // Get our EditText object. EditText vw = (EditText)findViewById(R.id.text); // Set the EditText s text. vw.setText("Italic, highlighted, bold."); // If this were just a TextView, we could do // vw.setText("Italic, highlighted, bold.", TextView.BufferType.SPANNABLE); // to force it to use Spannable storage so styles can be attached. // Or we could specify that in the XML. // Get the EditText s internal text storage Spannable str = vw.getText(); // Create our span sections, and assign a format to each. str.setSpan(new StyleSpan(android.graphics.Typeface.ITALIC), 0, 7, Spannable.SPAN_EXCLUSIVE_EXCLUSIVE); str.setSpan(new BackgroundColorSpan(0xFFFFFF00), 8, 19, Spannable.SPAN_EXCLUSIVE_EXCLUSIVE); str.setSpan(new StyleSpan(android.graphics.Typeface.BOLD), 21, str.length() - 1, Spannable.SPAN_EXCLUSIVE_EXCLUSIVE); List of Files for an Android Application The following list describes the structure and files of an Android application. Many of these files can be built for you (or stubbed out) by the activityCreator.py application shipped in the tools/ menu of the SDK. See Building an Android Sample Application for more information on using activityCreator.py. MyApp/ AndroidManifest.xml (required) Advertises the screens that this application provides, where they can be launched (from the main program menu or elsewhere), any content providers it implements and what kind of data they handle, where the implementation classes are, and other application-wide information. Syntax details for this file are described in AndroidManifest.xml. src//myPackagePath/.../MyClass.java (required) This folder holds all the source code files for your application, inside the appropriate package subfolders. res/ (required) This folder holds all the resources for your application. Resources are external data files or description files that are compiled into your code at build time. Files in different folders are compiled differently, so you must put the proper resource into the proper folder. (See Resources for details.) anim/animation1.xml... (optional) Holds any animation XML description files that the application uses. The format of these files is described in Resources. drawable/some_picture.pngsome_stretchable.9.pngsome_background.xml... (optional) Zero or more files that will be compiled to android.graphics.drawable resources. Files can be image files (png, gif, or other) or XML files describing other graphics such as bitmaps, stretchable bitmaps, or gradients. Supported bitmap file formats are PNG (preferred), JPG, and GIF (discouraged), as well as the custom 9-patch stretchable bitmap format. These formats are described in Resources. layout/screen_1_layout.xml... (optional) Holds all the XML files describing screens or parts of screens. Although you could create a screen in Java, defining them in XML files is typically easier. A layout file is similar in concept to an HTML file that describes the screen layout and components. See Implementing a UI for more information about designing screens, and Layout Resources for the syntax of these files. values/arraysclasses.xmlcolors.xmldimens.xmlstrings.xmlstyles.xmlvalues.xml (optional) XML files describing additional resources such as strings, colors, and styles. The naming, quantity, and number of these files are not enforced--any XML file is compiled, but these are the standard names given to these files. However, the syntax of these files is prescribed by Android, and described in Resources. xml/ (optional) XML files that can be read at run time on the device. raw/ (optional) Any files to be copied directly to the device.
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Eclipseプラグインを使ったAndroidアプリケーションの作成 Eclipseプラグインを使わないAndroidアプリケーションの作成 |######ここまで翻訳######| Implementing Activity Callbacks Opening a New ScreenOpening a Screen Some Intent examples Returning a Result from a Screen Lifetime of the new screen Listening for Button Clicks Configuring General Window Properties Storing and Retrieving StateStoring and Retrieving Larger or More Complex Persistent Data Playing Media Files Listening For and Broadcasting Global Messages, and Setting AlarmsSending the message Receiving the message Other system messages Listening for phone events Setting Alarms Displaying AlertsNormal Alerts AlertDialog Notifications Displaying a Progress Bar Adding Your Application to the Favorites List Adding Items to the Screen MenuAdding Submenus Adding yourself to menus on other applications The offering application Display a Web Page Binding to Data Capture Images from the Phone Camera Handling Expensive Operations in the UI Thread Selecting, Highlighting, or Styling Portions of Text List of Files for an Android Application Eclipseプラグインを使ったAndroidアプリケーションの作成 Android Eclipseプラグインを使用することは、新しいAndroidアプリケーションの作成を始める最も高速で最も簡単な方法です。 プラグインは自動的にあなたのアプリケーションのために正しいプロジェクト構造を生成し、リソースを自動的にコンパイルしてくれます。 Androidアプリケーションの動作原理を理解するために、Androidアプリケーション解体新書を読んでみるのもよいでしょう。 SDKの sample/ フォルダでApiDemosアプリケーションと他のサンプルアプリケーションを見てみることもお勧めします。 最終的にはHello AndroidとNotepadのコードチュートリアルを行うことがEclipseでのAndroid開発を始めるには素敵な方法です。 特にHello Androidチュートリアルを行うことは、Eclipseで新しいAndroidアプリケーションを作成するための優れた導入方法となるでしょう。 Eclipseプラグインを使わないAndroidアプリケーションの作成 |######ここまで翻訳######| This topic describes the manual steps in creating an Android application. Before reading this, you should read Overview of an Android Application to understand the basics of how an Android application works. You might also want to look at the sample applications that ship with Android under the samples/ directory. Here is a list of the basic steps in building an application. 1. Create your required resource files This includes the AndroidManifest.xml global description file, string files that your application needs, and layout files describing your user interface. A full list of optional and required files and syntax details for each is given in File List for an Android Application. 2. Design your user interface See Implementing a UI for details on elements of the Android screen. 3. Implement your Activity (this page) You will create one class/file for each screen in your application. Screens will inherit from an android.app class, typically android.app.Activity for basic screens, android.app.ListActivity for list screens, or android.app.Dialog for dialog boxes. You will implement the required callbacks that let you draw your screen, query data, and commit changes, and also perform any required tasks such as opening additional screens or reading data from the device. Common tasks, such as opening a new screen or reading data from the device, are described below. The list of files you ll need for your application are described in List of Files for an Android Application. 4. Build and install your package. The Android SDK has some nice tools for generating projects and debugging code. Implementing Activity Callbacks Android calls a number of callbacks to let you draw your screen, store data before pausing, and refresh data after closing. You must implement at least some of these methods. See Lifetime of a Screen to learn when and in what order these methods are called. Here are some of the standard types of screen classes that Android provides android.app.Activity - This is a standard screen, with no specialization. android.app.ListActivity - This is a screen that is used to display a list of something. It hosts a ListView object, and exposes methods to let you identify the selected item, receive callbacks when the selected item changes, and perform other list-related actions. android.app.Dialog - This is a small, popup dialog-style window that isn t intended to remain in the history stack. (It is not resizeable or moveable by the user.) Opening a New Screen Your Activity will often need to open another Activity screen as it progresses. This new screen can be part of the same application or part of another application, the new screen can be floating or full screen, it can return a result, and you can decide whether to close this screen and remove it from the history stack when you are done with it, or to keep the screen open in history. These next sections describe all these options. Floating or full? When you open a new screen you can decide whether to make it transparent or floating, or full-screen. The choice of new screen affects the event sequence of events in the old screen (if the new screen obscures the old screen, a different series of events is called in the old screen). See Lifetime of an Activity for details. Transparent or floating windows are implemented in three standard ways Create an app.Dialog class Create an app.AlertDialog class Set the Theme_Dialog theme attribute to @android style/Theme.Dialog in your AndroidManifest.xml file. For example activity class="AddRssItem" android label="Add an item" android theme="@android style/Theme.Dialog"/ Calling startActivity() or startSubActivity() will open a new screen in whatever way it defines itself (if it uses a floating theme it will be floating, otherwise it will be full screen). Opening a Screen When you want to open a new screen, you can either explicitly specify the activity class to open, or you can let the operating system decide which screen to open, based upon the data and various parameters you pass in. A screen is opened by calling startActivity and passing in an Intent object, which specifies the criteria for the handling screen. To specify a specific screen, call Intent.setClass or setClassName with the exact activity class to open. Otherwise, set a variety of values and data, and let Android decide which screen is appropriate to open. Android will find one or zero Activities that match the specified requirements; it will never open multiple activities for a single request. More information on Intents and how Android resolves them to a specific class is given in the Intent topic. Some Intent examples The following snippet loads the com.google.android.samples.Animation1 class, and passes it some arbitrary data. Intent myIntent = new Intent(); myIntent.component = "com.google.android.samples.Animation1"; myIntent.putExtra("com.google.android.samples.SpecialValue", "Hello, Joe!"); // key/value pair, where key needs current package prefix. startActivity(myIntent); The next snippet requests that a Web page be opened by specifying the VIEW action, and a URI data string starting with "http //" schema Intent myIntent = new Intent("android.intent.action.VIEW", "http //www.google.com"); myIntent.putExtra("com.google.android.samples.SpecialValue", "Hello, Joe!"); // key/value pair, where key needs current package prefix. Here is the intent filter from the AndroidManifest.xml file for com.google.android.browser intent-filter action value="android.intent.action.VIEW" / category value="android.intent.category.DEFAULT" / scheme value="http" / scheme value="https" / scheme value="file" / /intent-filter Android defines a number of standard values, for instance the action constants defined by Intent. You can define custom values, but both the caller and handler must use them. See the intent-filter tag description in AndroidManifest.xml File Details for more information on the manifest syntax for the handling application. Returning a Result from a Screen A window can return a result after it closes. This result will be passed back into the calling Activity s onActivityResult() method, which can supply an integer result code, a string of data, and a Bundle of arbitrary data, along with the request code passed to startSubActivity(). Note that you must call the startSubActivity() method that accepts a request code parameter to get this callback. The following code demonstrates opening a new screen and retrieving a result. // Open the new screen. public void onClick(View v){ // Start the activity whose result we want to retrieve. The // result will come back with request code GET_CODE. Intent intent = new Intent(this, com.example.app.ChooseYourBoxer.class); startSubActivity(intent, CHOOSE_FIGHTER); } // Listen for results. protected void onActivityResult(int requestCode, int resultCode, String data, Bundle extras){ // See which child activity is calling us back. switch (resultCode) { case CHOOSE_FIGHTER // This is the standard resultCode that is sent back if the // activity crashed or didn t doesn t supply an explicit result. if (resultCode == RESULT_CANCELED){ myMessageboxFunction("Fight cancelled"); } else { myFightFunction(data, extras); } default break; } } // Class SentResult // Temporary screen to let the user choose something. private OnClickListener mLincolnListener = new OnClickListener(){ public void onClick(View v) { Bundle stats = new Bundle(); stats.putString("height","6\ 4\""); stats.putString("weight", "190 lbs"); stats.putString("reach", "74\""); setResult(RESULT_OK, "Lincoln", stats); finish(); } }; private OnClickListener mWashingtonListener = new OnClickListener() { public void onClick(View v){ Bundle stats = new Bundle(); stats.putString("height","6\ 2\""); stats.putString("weight", "190 lbs"); stats.putString("reach", "73\""); setResult(RESULT_OK, "Washington", Bundle); finish(); } }; Lifetime of the new screen An activity can remove itself from the history stack by calling Activity.finish() on itself, or the activity that opened the screen can call Activity.finishSubActivity() on any screens that it opens to close them. Listening for Button Clicks Button click and other UI event capturing are covered in Listening for UI Notifications on the UI Design page. Configuring General Window Properties You can set a number of general window properties, such as whether to display a title, whether the window is floating, and whether it displays an icon, by calling methods on the Window member of the underlying View object for the window. Examples include calling getWindow().requestFeature() (or the convenience method requestWindowFeature(some_feature)) to hide the title. Here is an example of hiding the title bar //Hide the title bar requestWindowFeature(Window.FEATURE_NO_TITLE); Storing and Retrieving State If your application is dumped from memory because of space concerns, it will lose all user interface state information such as checkbox state and text box values as well as class member values. Android calls Activity.onFreeze before it pauses the application. This method hands in a Bundle that can be used to store name/value pairs that will persist and be handed back to the application even if it is dropped from memory. Android will pass this Bundle back to you when it calls onCreate(). This Bundle only exists while the application is still in the history stack (whether or not it has been removed from memory) and will be lost when the application is finalized. See the topics for onFreeze(Bundle) and onCreate(Bundle) for examples of storing and retrieving state. Read more about the life cycle of an application in Lifetime of an Activity. Storing and Retrieving Larger or More Complex Persistent Data Your application can store files or complex collection objects, and reserve them for private use by itself or other activities in the application, or it can expose its data to all other applications on the device. See Storing, Retrieving, and Exposing Data to learn how to store and retrieve private data, how to store and retrieve common data from the device, and how to expose your private data to other applications. Playing Media Files Please see the document Android Media APIs for more details. Listening For and Broadcasting Global Messages, and Setting Alarms You can create a listening class that can be notified or even instantiated whenever a specific type of system message is sent. The listening classes, called intent receivers, extend IntentReceiver. If you want Android to instantiate the object whenever an appropriate intent notification is sent, define the receiver with a receiver element in the AndroidManifext.xml file. If the caller is expected to instantiate the object in preparation to receive a message, this is not required. The receiver will get a call to their IntentReceiver.onReceiveIntent() method. A receiver can define an intent-filter tag that describes the types of messages it will receive. Just as Android s IntentResolver will look for appropriate Activity matches for a startActivity() call, it will look for any matching Receivers (but it will send the message to all matching receiver, not the "best" match). To send a notification, the caller creates an Intent object and calls Activity.broadcastIntent() with that Intent. Multiple recipients can receive the same message. You can broadcast an Intent message to an intent receiver in any application, not only your own. If the receiving class is not registered using receiver in its manifest, you can dynamically instantiate and register a receiver by calling Context.registerReceiver(). Receivers can include intent filters to specify what kinds of intents they are listening for. Alternatively, if you expect a single known caller to contact a single known receiver, the receiver does not specify an intent filter, and the caller specifies the receiver s class name in the Intent by calling Intent.setClassName() with the recipient s class name. The recipient receives a Context object that refers to its own package, not to the package of the sender. Note If a receiver or broadcaster enforces permissions, your application might need to request permission to send or receive messages from that object. You can request permission by using the uses-permission tag in the manifest. Here is a code snippet of a sender and receiver. This example does not demonstrate registering receivers dynamically. For a full code example, see the AlarmService class in the ApiDemos project. Sending the message // We are sending this to a specific recipient, so we will // only specify the recipient class name. Intent intent = new Intent(this, AlarmReceiver.class); intent.putExtra("message","Wake up."); broadcastIntent(intent); Receiving the message Receiver AndroidManifest.xml (because there is no intent filter child, this class will only receive a broadcast when the receiver class is specified by name, as is done in this example) receiver class=".AlarmReceiver" / Receiver Java code public class AlarmReceiver extends IntentReceiver{ // Display an alert that we ve received a message. @Override public void onReceiveIntent(Context context, Intent intent){ // Send a text notification to the screen. NotificationManager nm = (NotificationManager) context.getSystemService(Context.NOTIFICATION_SERVICE); nm.notifyWithText(R.id.alarm, "Alarm!!!", NotificationManager.LENGTH_SHORT, null); } } Other system messages You can listen for other system messages sent by Android as well, such as USB connection/removal messages, SMS arrival messages, and timezone changes. See Intent for a list of broadcast messages to listen for. Messages are marked "Broadcast Action" in the documentation. Listening for phone events The telephony package overview page describes how to register to listen for phone events. Setting Alarms Android provides an AlarmManager service that will let you specify an Intent to send at a designated time. This intent is typically used to start an application at a preset time. (Note If you want to send a notification to a sleeping or running application, use Handler instead.) Displaying Alerts There are two major kinds of alerts that you may display to the user (1) Normal alerts are displayed in response to a user action, such as trying to perform an action that is not allowed. (2) Out-of-band alerts, called notifications, are displayed as a result of something happening in the background, such as the user receiving new e-mail. Normal Alerts Android provides a number of ways for you to show popup notifications to your user as they interact with your application. Class Description app.AlertDialogorContext.showAlert() A popup alert dialog with two buttons (typically OK and Cancel) that take callback handlers. It can be created separately, or launched using the Application helper method Context.showAlert(). See the section after this table for more details. ProgressDialog A dialog box used to indicate progress of an operation with a known progress value or an indeterminate length (setProgress(bool)). See Views Progress Bar in ApiDemos for examples. Activity By setting the theme of an activity to android theme="android style/Theme.Dialog", your activity will take on the appearance of a normal dialog, floating on top of whatever was underneath it. You usually set the theme through the android theme attribute in your AndroidManifest.xml. The advantage of this over Dialog and AlertDialog is that Application has a much better managed lifecycle than dialogs if a dialog goes to the background and is killed, you cannot recapture state, whereas Application exposes a Bundle of saved values in onCreate() to help you maintain state. AlertDialog This is a basic warning dialog box that lets you configure a message, button text, and callback. You can create one by calling the Application helper method Context.showAlert(), as shown here. private Handler mHandler = new Handler() { public void handleMessage(Message msg) { switch (msg.what) { case ACCEPT_CALL answer(msg.obj); break; case BOUNCE_TO_VOICEMAIL voicemail(msg.obj); break; } } }; private void IncomingMotherInlawCall(Connection c) { String Text; // "Answer" callback. Message acceptMsg = Message.obtain(); acceptMsg.target = mHandler; acceptMsg.what = ACCEPT_CALL; acceptMsg.obj = c.getCall(); // "Cancel" callback. Message rejectMsg = Message.obtain(); rejectMsg.target = mHandler; rejectMsg.what = BOUNCE_TO_VOICEMAIL; rejectMsg.obj = c.getCall(); showAlert(null, "Phyllis is calling", "Answer", acceptMsg, true, rejectMsg); } Notifications Out-of-band alerts should always be displayed using the NotificationManager, which allows you to tell the user about something they may be interested in without disrupting what they are currently doing. A notification can be anything from a brief pop-up box informing the user of the new information, through displaying a persistent icon in the status bar, to vibrating, playing sounds, or flashing lights to get the user s attention. In all cases, the user must explicitly shift their focus to the notification before they can interact with it. The following code demonstrates using NotificationManager to display a basic text popup when a new SMS message arrives in a listening service, and provides the current message count. You can see several more examples in the ApiDemos application, under app/ (named notification*.java). static void setNewMessageIndicator(Context context, int messageCount){ // Get the static global NotificationManager object. NotificationManager nm = NotificationManager.getDefault(); // If we re being called because a new message has been received, // then display an icon and a count. Otherwise, delete the persistent // message. if (messageCount 0) { nm.notifyWithText(myApp.NOTIFICATION_GUID, // ID for this notification. messageCount + " new message" + messageCount 1 ? "s" "", // Text to display. NotificationManager.LENGTH_SHORT); // Show it for a short time only. } } To display a notification in the status bar and have it launch an intent when the user selects it (such as the new text message notification does), call NotificationManager.notify(), and pass in vibration patterns, status bar icons, or Intents to associate with the notification. Displaying a Progress Bar An activity can display a progress bar to notify the user that something is happening. To display a progress bar in a screen, call Activity.requestWindowFeature(Window.FEATURE_PROGRESS). To set the value of the progress bar, call Activity.getWindow().setFeatureInt(Window.FEATURE_PROGRESS, level). Progress bar values are from 0 to 9,999, or set the value to 10,000 to make the progress bar invisible. You can also use the ProgressDialog class, which enables a dialog box with an embedded progress bar to send a "I m working on it" notification to the user. Adding Your Application to the Favorites List You can t. Only a user can add an application to the Favorites list. Adding Items to the Screen Menu Every Android screen has a default menu with default options, such as adding the activity to the favorites menu. You can add your own menu entries to the default menu options by implementing Activity.onCreateOptionsMenu or Activity.onPrepareOptionsMenu(), and adding Item objects to the Menu passed in. To handle clicks implement Activity.onOptionsItemSelected() to handle the click in your Activity class. You may also pass the Item object a handler class that implements the Runnable class (a handler) but this is less efficient and discouraged. An application receives a callback at startup time to enable it to populate its menu. Additionally, it receives callbacks each time the user displays the options menu to let you perform some contextual modifications on the menu. To populate the menu on startup, override Activity.onCreateOptionsMenu; to populate it when the menu is called (somewhat less efficient), you can override Activity.onPrepareOptionsMenu(). Each Activity has its own menu list. Menu items are displayed in the order added, though you can group them as described in the Menu.add documentation. The following code snippet adds three items to the default menu options and handles them through the overridden Activity.onOptionsItemSelected() method. You can show or hide menu items by calling setItemShown() or setGroupShown(). // Called only the first time the options menu is displayed. // Create the menu entries. // Menu adds items in the order shown. @Override public boolean onCreateOptionsMenu(Menu menu) { super.onCreateOptionsMenu(menu); // Parameters for menu.add are // group -- Not used here. // id -- Used only when you want to handle and identify the click yourself. // title menu.add(0, 0, "Zoom"); menu.add(0, 1, "Settings"); menu.add(0, 2, "Other"); return true; } // Activity callback that lets your handle the selection in the class. // Return true to indicate that you ve got it, false to indicate // that it should be handled by a declared handler object for that // item (handler objects are discouraged for reasons of efficiency). @Override public boolean onOptionsItemSelected(Menu.Item item){ switch (item.getId()) { case 0 showAlert("Menu Item Clicked", "Zoom", "ok", null, false, null); return true; case 1 showAlert("Menu Item Clicked", "Settings", "ok", null, false, null); return true; case 2 showAlert("Menu Item Clicked", "Other", "ok", null, false, null); return true; } return false; } You can add key shortcuts by calling the Item.setAlphabeticShortcut() or Item.setNumericShortcut() methods, as demonstrated here to add a "C" shortcut to a menu item thisItem.setAlphabeticShortcut(0, c ); Adding Submenus Add a submenu by calling Menu.addSubMenu(), which returns a SubMenu object. You can then add additional items to this menu. Menus can only be one level deep, and you can customize the appearance of the submenu menu item. @Override public boolean onCreateOptionsMenu(Menu menu) { super.onCreateOptionsMenu(menu); // Parameters for menu.add are // group -- Not used here. // id -- Used only when you want to handle and identify the click yourself. // title menu.add(0, 0, "Send message"); menu.add(0, 1, "Settings"); menu.add(0, 2, "Local handler"); menu.add(0, 3, "Launch contact picker"); // Add our submenu. SubMenu sub = menu.addSubMenu(1, 4, "Days of the week"); sub.add(0, 5, "Monday"); sub.add(0, 6, "Tuesday"); sub.add(0, 7, "Wednesday"); sub.add(0, 8, "Thursday"); sub.add(0, 9, "Friday"); sub.add(0, 10, "Saturday"); sub.add(0, 11, "Sunday"); return true; } Adding yourself to menus on other applications You can also advertise your Activity s services so that other Activities can add your activity to their own option menu. For example, suppose you implement a new image handling tool that shrinks an image to a smaller size and you would like to offer this as a menu option to any other Activity that handles pictures. To do this, you would exposes your capabilities inside an intent filter in your manifest. If another application that handles photos asks Android for any Activities that can perform actions on pictures, Android will perform intent resolution, find your Activity, and add it to the other Activity s options menu. The offering application The application offering the service must include an intent-filter element in the manifest, inside the activity tag of the offering Activity. The intent filter includes all the details describing what it can do, such as a type element that describes the MIME type of data that it can handle, a custom action value that describes what your handling application can do (this is so that when it receives the Intent on opening it knows what it is expected to do), and most important, include a category filter with the value android.intent.category.ALTERNATIVE and/or android.intent.category.SELECTED_ALTERNATIVE (SELECTED_ALTERNATIVE is used to handle only the currently selected element on the screen, rather than the whole Activity intent. Here s an example of a snip of a manifest that advertises picture shrinking technology for both selected items and the whole screen. activity class="PictureShrink" !-- Handling class -- intent-filter label="Shrink picture" !-- Menu label to display -- action value="com.example.sampleapp.SHRINK_IT" / type value="image/*" / !-- MIME type for generic images -- category value="android.intent.category.ALTERNATIVE " / category value="android.intent.category.SELECTED_ALTERNATIVE" / /intent-filter /activity The menu-displaying application An application that wants to display a menu that includes any additional external services must, first of all, handle its menu creation callback. As part of that callback it creates an intent with the category Intent.ALTERNATIVE_CATEGORY and/or Intent.SELECTED_ALTERNATIVE, the MIME type currently selected, and any other requirements, the same way as it would satisfy an intent filter to open a new Activity. It then calls menu.addIntentOptions() to have Android search for and add any services meeting those requirements. It can optionally add additional custom menu items of its own. You should implement SELECTED_ALTERNATIVE in onPrepareOptionsMenu() rather than onCreateOptionsMenu(), because the user s selection can change after the application is launched. Here s a code snippet demonstrating how a picture application would search for additional services to display on its menu. @Override public boolean onCreateOptionsMenu(Menu menu){ super.onCreateOptionsMenu(menu); // Create an Intent that describes the requirements to fulfill to be included // in our menu. The offering app must include a category value of Intent.ALTERNATIVE_CATEGORY. Intent intent = new Intent(null, getIntent().getData()); intent.addCategory(Intent.ALTERNATIVE_CATEGORY); // Search for, and populate the menu with, acceptable offering applications. menu.addIntentOptions( 0, // Group 0, // Any unique IDs we might care to add. MySampleClass.class.getName(), // Name of the class displaying the menu--here, its this class. null, // No specifics. intent, // Previously created intent that describes our requirements. 0, // No flags. null); // No specifics. return true; } Display a Web Page Use the webkit.WebView object. Binding to Data You can bind a ListView to a set of underlying data by using a shim class called ListAdapter (or a subclass). ListAdapter subclasses bind to a variety of data sources, and expose a common set of methods such as getItem() and getView(), and uses them to pick View items to display in its list. You can extend ListAdapter and override getView() to create your own custom list items. There are essentially only two steps you need to perform to bind to data 1. Create a ListAdapter object and specify its data source 2. Give the ListAdapter to your ListView object. That s it! Here s an example of binding a ListActivity screen to the results from a cursor query. (Note that the setListAdapter() method shown is a convenience method that gets the page s ListView object and calls setAdapter() on it.) // Run a query and get a Cursor pointing to the results. Cursor c = People.query(this.getContentResolver(), null); startManagingCursor(c); // Create the ListAdapter. A SimpleCursorAdapter lets you specify two interesting things // an XML template for your list item, and // The column to map to a specific item, by ID, in your template. ListAdapter adapter = new SimpleCursorAdapter(this, android.R.layout.simple_list_item_1, // Use a template that displays a text view c, // Give the cursor to the list adapter new String[] {People.NAME} , // Map the NAME column in the people database to... new String[] {"text1"}); // The "text1" view defined in the XML template setListAdapter(adapter); See view/List4 in the ApiDemos project for an example of extending ListAdapter for a new data type. Capture Images from the Phone Camera You can hook into the device s camera onto your own Canvas object by using the CameraDevice class. See that class s documentation, and the ApiDemos project s Camera Preview application (Graphics/Camera Preview) for example code. Handling Expensive Operations in the UI Thread Avoid performing long-running operations (such as network I/O) directly in the UI thread — the main thread of an application where the UI is run — or your application may be blocked and become unresponsive. Here is a brief summary of the recommended approach for handling expensive operations 1. Create a Handler object in your UI thread 2. Spawn off worker threads to perform any required expensive operations 3. Post results from a worker thread back to the UI thread s handler either through a Runnable or a Message 4. Update the views on the UI thread as needed The following outline illustrates a typical implementation public class MyActivity extends Activity { [ . . . ] // Need handler for callbacks to the UI thread final Handler mHandler = new Handler(); // Create runnable for posting final Runnable mUpdateResults = new Runnable() { @Override public void run() { updateResultsInUi(); } }; @Override protected void onCreate(Bundle icicle) { super.onCreate(icicle); [ . . . ] } protected void startLongRunningOperation() { // Fire off a thread to do some work that we shouldn t do directly in the UI thread Thread t = new Thread() { public void run() { mResults = doSomethingExpensive(); mHandler.post(mUpdateResults); } }; t.start(); } private void updateResultsInUi() { // Back in the UI thread -- update our UI elements based on the data in mResults [ . . . ] } } For further discussions on this topic, see Developing Responsive Applications and the Handler documentation. Selecting, Highlighting, or Styling Portions of Text You can highlight or style the formatting of strings or substrings of text in a TextView object. There are two ways to do this If you use a string resource, you can add some simple styling, such as bold or italic using HTML notation. So, for example, in res/values/strings.xml you could declare this resource string id="@+id/styled_welcome_message" We are b i so /i /b glad to see you. /string /resources To style text on the fly, or to add highlighting or more complex styling, you must use the Spannable object as described next. To style text on the fly, you must make sure the TextView is using Spannable storage for the text (this will always be true if the TextView is an EditText), retrieve its text with getText(), and call setSpan(Object, int, int, int), passing in a new style class from the android.text.style package and the selection range. The following code snippet demonstrates creating a string with a highlighted section, italic section, and bold section, and adding it to an EditText object. // Get our EditText object. EditText vw = (EditText)findViewById(R.id.text); // Set the EditText s text. vw.setText("Italic, highlighted, bold."); // If this were just a TextView, we could do // vw.setText("Italic, highlighted, bold.", TextView.BufferType.SPANNABLE); // to force it to use Spannable storage so styles can be attached. // Or we could specify that in the XML. // Get the EditText s internal text storage Spannable str = vw.getText(); // Create our span sections, and assign a format to each. str.setSpan(new StyleSpan(android.graphics.Typeface.ITALIC), 0, 7, Spannable.SPAN_EXCLUSIVE_EXCLUSIVE); str.setSpan(new BackgroundColorSpan(0xFFFFFF00), 8, 19, Spannable.SPAN_EXCLUSIVE_EXCLUSIVE); str.setSpan(new StyleSpan(android.graphics.Typeface.BOLD), 21, str.length() - 1, Spannable.SPAN_EXCLUSIVE_EXCLUSIVE); List of Files for an Android Application The following list describes the structure and files of an Android application. Many of these files can be built for you (or stubbed out) by the activityCreator.py application shipped in the tools/ menu of the SDK. See Building an Android Sample Application for more information on using activityCreator.py. MyApp/ AndroidManifest.xml (required) Advertises the screens that this application provides, where they can be launched (from the main program menu or elsewhere), any content providers it implements and what kind of data they handle, where the implementation classes are, and other application-wide information. Syntax details for this file are described in AndroidManifest.xml. src//myPackagePath/.../MyClass.java (required) This folder holds all the source code files for your application, inside the appropriate package subfolders. res/ (required) This folder holds all the resources for your application. Resources are external data files or description files that are compiled into your code at build time. Files in different folders are compiled differently, so you must put the proper resource into the proper folder. (See Resources for details.) anim/animation1.xml... (optional) Holds any animation XML description files that the application uses. The format of these files is described in Resources. drawable/some_picture.pngsome_stretchable.9.pngsome_background.xml... (optional) Zero or more files that will be compiled to android.graphics.drawable resources. Files can be image files (png, gif, or other) or XML files describing other graphics such as bitmaps, stretchable bitmaps, or gradients. Supported bitmap file formats are PNG (preferred), JPG, and GIF (discouraged), as well as the custom 9-patch stretchable bitmap format. These formats are described in Resources. layout/screen_1_layout.xml... (optional) Holds all the XML files describing screens or parts of screens. Although you could create a screen in Java, defining them in XML files is typically easier. A layout file is similar in concept to an HTML file that describes the screen layout and components. See Implementing a UI for more information about designing screens, and Layout Resources for the syntax of these files. values/arraysclasses.xmlcolors.xmldimens.xmlstrings.xmlstyles.xmlvalues.xml (optional) XML files describing additional resources such as strings, colors, and styles. The naming, quantity, and number of these files are not enforced--any XML file is compiled, but these are the standard names given to these files. However, the syntax of these files is prescribed by Android, and described in Resources. xml/ (optional) XML files that can be read at run time on the device. raw/ (optional) Any files to be copied directly to the device.
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開催日:2011 / 03 / 10 参加人数:26名 フォーマット:Pauper(~MBS) Constructed Pauper Event #2152301 on 03/10/2011 in Daily Events 4-0:黒単コントロール/Black Control 4-0:青単クロックパーミッション/Blue Clock Permission 3-1:金属術親和/Metalcraft Affinity 3-1:青赤ポスト/UR Post 3-1:青単コントロール/Blue Control 3-1:赤単ゴブリン/Goblin 3-1:金属術親和/Metalcraft Affinity 3-1:緑単ポスト/Green Post 3-1:黒単コントロール/Black Control 4-0 黒単コントロール/Black Control 使用者:MyNameTidus Main Deck 24《沼/Swamp》 4《騒がしいネズミ/Chittering Rats》 4《クォムバッジの魔女/Cuombajj Witches》 4《リリアナの死霊/Liliana s Specter》 2《大牙の衆の忍び/Okiba-Gang Shinobi》 4《貪欲なるネズミ/Ravenous Rats》 4《よじれた嫌悪者/Twisted Abomination》 4《堕落/Corrupt》 4《見栄え損ない/Disfigure》 4《葬送の魔除け/Funeral Charm》 2《堕落の触手/Tendrils of Corruption》 Sideboard 1《困窮/Distress》 4《破滅の刃/Doom Blade》 4《強迫/Duress》 4《闇の旋動/Spinning Darkness》 2《堕落の触手/Tendrils of Corruption》 4-0 青単クロックパーミッション/Blue Clock Permission 使用者:ckayes Main Deck 21《島/Island》 4《流砂/Quicksand》 3《深き刻の忍者/Ninja of the Deep Hours》 4《やっかい児/Pestermite》 2《エレンドラ谷の衛兵/Sentinels of Glen Elendra》 4《呪文づまりのスプライト/Spellstutter Sprite》 4《尖塔のゴーレム/Spire Golem》 4《対抗呪文/Counterspell》 2《払拭/Dispel》 1《残響する真実/Echoing Truth》 1《ウーナの寵愛/Oona s Grace》 3《海賊の魔除け/Piracy Charm》 3《禁制/Prohibit》 4《熟慮/Think Twice》 Sideboard 2《払拭/Dispel》 3《残響する真実/Echoing Truth》 4《水流破/Hydroblast》 2《熟考漂い/Mulldrifter》 1《ウーナの門の管理人/Oona s Gatewarden》 3《シー・スプライト/Sea Sprite》 3-1 金属術親和/Metalcraft Affinity 使用者:Fistdantilus Main Deck 4《大焼炉/Great Furnace》 4《教議会の座席/Seat of the Synod》 4《伝承の樹/Tree of Tales》 4《囁きの大霊堂/Vault of Whispers》 4《エイトグ/Atog》 4《甲殻の鍛冶工/Carapace Forger》 4《大霊堂の信奉者/Disciple of the Vault》 4《金属ガエル/Frogmite》 4《マイアの処罰者/Myr Enforcer》 3《厳粛な空護り/Somber Hoverguard》 4《彩色の星/Chromatic Star》 2《飛行の呪文爆弾/Flight Spellbomb》 4《感電破/Galvanic Blast》 4《水蓮の花びら/Lotus Petal》 3《バネ葉の太鼓/Springleaf Drum》 4《物読み/Thoughtcast》 Sideboard 4《ゴリラのシャーマン/Gorilla Shaman》 3《水流破/Hydroblast》 4《クラーク族のシャーマン/Krark-Clan Shaman》 4《紅蓮破/Pyroblast》 3-1 青赤ポスト/UR Post 使用者:ponceman Main Deck 4《雲上の座/Cloudpost》 1《ディミーアの水路/Dimir Aqueduct》 4《微光地/Glimmerpost》 7《島/Island》 2《イゼットの煮沸場/Izzet Boilerworks》 4《山/Mountain》 2《ゆらめく岩屋/Shimmering Grotto》 3《熟考漂い/Mulldrifter》 2《ウラモグの破壊者/Ulamog s Crusher》 1《転覆/Capsize》 4《強迫的な研究/Compulsive Research》 4《卑下/Condescend》 1《破滅の刃/Doom Blade》 1《残響する衰微/Echoing Decay》 1《探検の地図/Expedition Map》 2《炎の稲妻/Firebolt》 1《妨害の接触/Hindering Touch》 1《稲妻/Lightning Bolt》 4《マナ漏出/Mana Leak》 1《深遠の謎/Mysteries of the Deep》 2《神秘の指導/Mystical Teachings》 4《予言のプリズム/Prophetic Prism》 2《とどろく雷鳴/Rolling Thunder》 1《安全な道/Safe Passage》 1《よろめきショック/Staggershock》 1《絞殺の煤/Strangling Soot》 Sideboard 2《弧状の稲妻/Arc Lightning》 2《対抗呪文/Counterspell》 1《破滅の刃/Doom Blade》 1《地の裂け目/Earth Rift》 2《残響する衰微/Echoing Decay》 1《残響する真実/Echoing Truth》 1《炎の稲妻/Firebolt》 1《破壊的脈動/Shattering Pulse》 4《石の雨/Stone Rain》 3-1 青単コントロール/Blue Control 使用者:ManuGodineau Main Deck 20《島/Island》 4《流砂/Quicksand》 4《海門の神官/Sea Gate Oracle》 4《呪文づまりのスプライト/Spellstutter Sprite》 4《尖塔のゴーレム/Spire Golem》 4《対抗呪文/Counterspell》 2《除外/Exclude》 4《魔力の乱れ/Force Spike》 4《誤算/Miscalculation》 2《ウーナの寵愛/Oona s Grace》 4《海賊の魔除け/Piracy Charm》 4《熟慮/Think Twice》 Sideboard 4《遍歴のカゲロウ獣/Errant Ephemeron》 3《妖精の計略/Faerie Trickery》 4《水流破/Hydroblast》 4《ウーナの門の管理人/Oona s Gatewarden》 3-1 赤単ゴブリン/Goblin 使用者:GarH Main Deck 17《山/Mountain》 4《ゴブリンの奇襲隊/Goblin Bushwhacker》 4《ゴブリンの群勢/Goblin Cohort》 4《ゴブリンのそり乗り/Goblin Sledder》 4《ジャッカルの使い魔/Jackal Familiar》 4《モグの徴集兵部隊/Mogg Conscripts》 3《モグの下働き/Mogg Flunkies》 4《モグの略奪者/Mogg Raider》 4《モグの戦争司令官/Mogg War Marshal》 4《火花鍛冶/Sparksmith》 4《Chain Lightning》 4《稲妻/Lightning Bolt》 Sideboard 3《炎の突き/Flame Jab》 4《炎の斬りつけ/Flame Slash》 4《紅蓮破/Pyroblast》 4《地鳴りの揺るぎ/Seismic Shudder》 3-1 金属術親和/Metalcraft Affinity 使用者:_megafone_ Main Deck 1《ダークスティールの城塞/Darksteel Citadel》 4《大焼炉/Great Furnace》 4《教議会の座席/Seat of the Synod》 4《伝承の樹/Tree of Tales》 4《囁きの大霊堂/Vault of Whispers》 4《エイトグ/Atog》 4《甲殻の鍛冶工/Carapace Forger》 4《大霊堂の信奉者/Disciple of the Vault》 4《金属ガエル/Frogmite》 4《マイアの処罰者/Myr Enforcer》 1《彩色の宝球/Chromatic Sphere》 4《彩色の星/Chromatic Star》 2《飛行の呪文爆弾/Flight Spellbomb》 4《感電破/Galvanic Blast》 2《水蓮の花びら/Lotus Petal》 3《黄鉄の呪文爆弾/Pyrite Spellbomb》 3《バネ葉の太鼓/Springleaf Drum》 4《物読み/Thoughtcast》 Sideboard 4《ゴリラのシャーマン/Gorilla Shaman》 3《水流破/Hydroblast》 2《クラーク族のシャーマン/Krark-Clan Shaman》 2《否認/Negate》 3《紅蓮破/Pyroblast》 1《墓の刈り取り/Reaping the Graves》 3-1 緑単ポスト/Green Post 使用者:TAK1121 Main Deck 4《雲上の座/Cloudpost》 11《森/Forest》 4《微光地/Glimmerpost》 3《平穏な茂み/Tranquil Thicket》 4《オーロクスの獣群/Aurochs Herd》 1《ファングレンの匪賊/Fangren Marauder》 3《激情の共感者/Fierce Empath》 1《クローサの大牙獣/Krosan Tusker》 3《ラノワールのエルフ/Llanowar Elves》 4《草茂る胸壁/Overgrown Battlement》 3《ウラモグの破壊者/Ulamog s Crusher》 4《根の壁/Wall of Roots》 3《輪作/Crop Rotation》 4《ムウォンヴーリーの酸苔/Mwonvuli Acid-Moss》 4《刈り取りと種まき/Reap and Sow》 4《Thermokarst》 Sideboard 3《井戸の汲みつくし/Drain the Well》 2《ファングレンの匪賊/Fangren Marauder》 2《上機嫌の破壊/Gleeful Sabotage》 3《一瞬の平和/Moment s Peace》 4《砂嵐/Sandstorm》 1《枝細工下げの古老/Wickerbough Elder》 3-1 黒単コントロール/Black Control 使用者:Algunwey Main Deck 23《沼/Swamp》 4《騒がしいネズミ/Chittering Rats》 4《墓所のネズミ/Crypt Rats》 2《大牙の衆の忍び/Okiba-Gang Shinobi》 4《ファイレクシアの憤怒鬼/Phyrexian Rager》 4《貪欲なるネズミ/Ravenous Rats》 3《堕落/Corrupt》 2《見栄え損ない/Disfigure》 2《破滅の刃/Doom Blade》 4《強迫/Duress》 4《血の署名/Sign in Blood》 1《堕落の触手/Tendrils of Corruption》 3《発掘/Unearth》 Sideboard 3《汚れ/Befoul》 1《堕落/Corrupt》 2《残響する衰微/Echoing Decay》 2《闇の掌握/Grasp of Darkness》 4《腐臭の地/Rancid Earth》 3《堕落の触手/Tendrils of Corruption》
https://w.atwiki.jp/mtg2384p/pages/275.html
開催日:2011 / 04 / 07 参加人数:19名 フォーマット:Pauper(~MBS) Constructed Pauper Event #2255893 on 04/07/2011 in Daily Events 4-0:白緑アグロ/WG Aggro 4-0:青単クロックパーミッション/Blue Clock Permission 3-1:白単アグロ/White Aggro 3-1:緑単ポスト/Green Post 3-1:青白黒ストーム/UWB Storm 3-1:金属術親和/Metalcraft Affinity 4-0 白緑アグロ/WG Aggro 使用者:DArnold131 Main Deck 3《進化する未開地/Evolving Wilds》 6《森/Forest》 7《平地/Plains》 2《セジーリのステップ/Sejiri Steppe》 2《平穏な茂み/Tranquil Thicket》 4《ギルドパクトの守護者/Guardian of the Guildpact》 4《アイケイシアの投槍兵/Icatian Javelineers》 4《幻影の遊牧の民/Phantom Nomad》 3《幻影の虎/Phantom Tiger》 4《クァーサルの群れ魔道士/Qasali Pridemage》 4《シラナの岩礁渡り/Silhana Ledgewalker》 4《アルマジロの外套/Armadillo Cloak》 4《信仰の足枷/Faith s Fetters》 2《皮剥ぎの鞘/Flayer Husk》 4《未達への旅/Journey to Nowhere》 3《荒原の境界石/Wildfield Borderpost》 Sideboard 2《黒の防御円/Circle of Protection Black》 2《虹色の断片/Prismatic Strands》 3《軍旗の旗手/Standard Bearer》 4《Thermokarst》 4《ヴァレロンの異国者/Valeron Outlander》 4-0 青単クロックパーミッション/Blue Clock Permission 使用者:darius89 Main Deck 19《島/Island》 4《流砂/Quicksand》 3《深き刻の忍者/Ninja of the Deep Hours》 4《やっかい児/Pestermite》 4《呪文づまりのスプライト/Spellstutter Sprite》 4《尖塔のゴーレム/Spire Golem》 4《対抗呪文/Counterspell》 4《剥奪/Deprive》 1《払拭/Dispel》 1《本質の散乱/Essence Scatter》 1《除外/Exclude》 1《魔力の乱れ/Force Spike》 2《誤算/Miscalculation》 3《海賊の魔除け/Piracy Charm》 4《定業/Preordain》 1《熟慮/Think Twice》 Sideboard 3《払拭/Dispel》 1《残響する真実/Echoing Truth》 1《ハリマーの波見張り/Halimar Wavewatch》 1《水流破/Hydroblast》 1《睡眠発作/Narcolepsy》 1《否認/Negate》 4《シー・スプライト/Sea Sprite》 3《熟慮/Think Twice》 3-1 白単アグロ/White Aggro 使用者:BraveGhostOfYou Main Deck 21《平地/Plains》 4《バリーノックの群勢/Ballynock Cohort》 4《心優しきボディガード/Benevolent Bodyguard》 4《アイケイシアの投槍兵/Icatian Javelineers》 4《コーの空漁師/Kor Skyfisher》 4《Order of Leitbur》 4《剃刀のゴーレム/Razor Golem》 4《トロウケアの影/Shade of Trokair》 3《サルタリーの強兵/Soltari Trooper》 4《未達への旅/Journey to Nowhere》 4《忘却の輪/Oblivion Ring》 Sideboard 4《真紅の見習い僧/Crimson Acolyte》 4《塵は塵に/Dust to Dust》 4《Holy Light》 3《虹色の断片/Prismatic Strands》 3-1 緑単ポスト/Green Post 使用者:_Marques_ Main Deck 4《雲上の座/Cloudpost》 8《森/Forest》 4《微光地/Glimmerpost》 1《ハリマーの深み/Halimar Depths》 1《セジーリのステップ/Sejiri Steppe》 3《平穏な茂み/Tranquil Thicket》 2《伝承の樹/Tree of Tales》 4《オーロクスの獣群/Aurochs Herd》 1《ファングレンの匪賊/Fangren Marauder》 3《激情の共感者/Fierce Empath》 1《クローサの大牙獣/Krosan Tusker》 4《ラノワールのエルフ/Llanowar Elves》 3《草茂る胸壁/Overgrown Battlement》 2《ウラモグの破壊者/Ulamog s Crusher》 4《根の壁/Wall of Roots》 3《輪作/Crop Rotation》 4《ムウォンヴーリーの酸苔/Mwonvuli Acid-Moss》 4《刈り取りと種まき/Reap and Sow》 4《Thermokarst》 Sideboard 2《井戸の汲みつくし/Drain the Well》 2《ファングレンの匪賊/Fangren Marauder》 2《上機嫌の破壊/Gleeful Sabotage》 2《一瞬の平和/Moment s Peace》 2《暗影の蜘蛛/Penumbra Spider》 4《砂嵐/Sandstorm》 1《枝細工下げの古老/Wickerbough Elder》 3-1 青白黒ストーム/UWB Storm 使用者:bourdibourdi Main Deck 3《アゾリウスの大法官庁/Azorius Chancery》 3《ディミーアの水路/Dimir Aqueduct》 3《進化する未開地/Evolving Wilds》 6《島/Island》 3《平地/Plains》 2《沼/Swamp》 2《広漠なる変幻地/Terramorphic Expanse》 4《フェアリーの大群/Cloud of Faeries》 1《記憶の壁/Mnemonic Wall》 3《熟考漂い/Mulldrifter》 4《夜景学院の使い魔/Nightscape Familiar》 2《海門の神官/Sea Gate Oracle》 4《陽景学院の使い魔/Sunscape Familiar》 4《強迫的な研究/Compulsive Research》 4《綿密な分析/Deep Analysis》 1《予感/Foresee》 4《大あわての捜索/Frantic Search》 4《断絶/Snap》 3《時間の亀裂/Temporal Fissure》 Sideboard 2《転覆/Capsize》 3《ガリーナの騎士/Galina s Knight》 3《水流破/Hydroblast》 3《孤独な宣教師/Lone Missionary》 1《神格の鋼/Steel of the Godhead》 3《ヴィダルケンの異国者/Vedalken Outlander》 3-1 金属術親和/Metalcraft Affinity 使用者:Kranz Main Deck 4《古えの居住地/Ancient Den》 4《ダークスティールの城塞/Darksteel Citadel》 4《大焼炉/Great Furnace》 4《教議会の座席/Seat of the Synod》 4《伝承の樹/Tree of Tales》 4《オーリオックの太陽追い/Auriok Sunchaser》 4《甲殻の鍛冶工/Carapace Forger》 4《金属ガエル/Frogmite》 4《マイアの処罰者/Myr Enforcer》 4《厳粛な空護り/Somber Hoverguard》 4《彩色の星/Chromatic Star》 4《感電破/Galvanic Blast》 4《流れ込む知識/Rush of Knowledge》 4《バネ葉の太鼓/Springleaf Drum》 4《物読み/Thoughtcast》 Sideboard 3《古えの遺恨/Ancient Grudge》 3《黒の防御円/Circle of Protection Black》 3《赤の防御円/Circle of Protection Red》 3《水流破/Hydroblast》 3《砂嵐/Sandstorm》
https://w.atwiki.jp/mtg2384p/pages/216.html
開催日:2011 / 03 / 18 参加人数:32名 フォーマット:Pauper(~MBS) Constructed Pauper Event #2176433 on 03/18/2011 in Daily Events 4-0:青白黒ストーム/UWB Storm 4-0:青単コントロール/Blue Control 3-1:青黒赤ストーム/UBR Storm 3-1:青白黒ストーム/UWB Storm 3-1:青黒赤ストーム/UBR Storm 3-1:黒単コントロール/Black Control 3-1:緑単ポスト/Green Post 3-1:青単コントロール/Blue Control 3-1:金属術親和/Metalcraft Affinity 3-1:青白黒ストーム/UWB Storm 4-0 青白黒ストーム/UWB Storm 使用者:Cruentum_Dei Main Deck 3《アゾリウスの大法官庁/Azorius Chancery》 3《ディミーアの水路/Dimir Aqueduct》 2《進化する未開地/Evolving Wilds》 6《島/Island》 3《平地/Plains》 2《沼/Swamp》 3《広漠なる変幻地/Terramorphic Expanse》 4《フェアリーの大群/Cloud of Faeries》 1《記憶の壁/Mnemonic Wall》 3《熟考漂い/Mulldrifter》 4《夜景学院の使い魔/Nightscape Familiar》 2《海門の神官/Sea Gate Oracle》 4《陽景学院の使い魔/Sunscape Familiar》 4《強迫的な研究/Compulsive Research》 4《綿密な分析/Deep Analysis》 1《予感/Foresee》 4《大あわての捜索/Frantic Search》 4《断絶/Snap》 3《時間の亀裂/Temporal Fissure》 Sideboard 2《転覆/Capsize》 2《ガリーナの騎士/Galina s Knight》 3《水流破/Hydroblast》 3《孤独な宣教師/Lone Missionary》 2《虹色の断片/Prismatic Strands》 3《ヴィダルケンの異国者/Vedalken Outlander》 4-0 青単コントロール/Blue Control 使用者:ManuGodineau Main Deck 20《島/Island》 4《流砂/Quicksand》 4《海門の神官/Sea Gate Oracle》 4《呪文づまりのスプライト/Spellstutter Sprite》 4《尖塔のゴーレム/Spire Golem》 4《対抗呪文/Counterspell》 2《除外/Exclude》 4《魔力の乱れ/Force Spike》 4《誤算/Miscalculation》 2《ウーナの寵愛/Oona s Grace》 4《海賊の魔除け/Piracy Charm》 4《熟慮/Think Twice》 Sideboard 2《払拭/Dispel》 3《遍歴のカゲロウ獣/Errant Ephemeron》 3《妖精の計略/Faerie Trickery》 4《水流破/Hydroblast》 3《ウーナの門の管理人/Oona s Gatewarden》 3-1 青黒赤ストーム/UBR Storm 使用者:ovmlcabrera Main Deck 4《古き泉/Ancient Spring》 2《地熱の割れ目/Geothermal Crevice》 3《用水路/Irrigation Ditch》 4《硫黄孔/Sulfur Vent》 4《陰謀団の儀式/Cabal Ritual》 4《彩色の星/Chromatic Star》 4《暗黒の儀式/Dark Ritual》 4《巣穴からの総出/Empty the Warrens》 4《ぶどう弾/Grapeshot》 4《留まらぬ発想/Ideas Unbound》 4《水蓮の花びら/Lotus Petal》 4《魔力変/Manamorphose》 3《定業/Preordain》 4《炎の儀式/Rite of Flame》 3《煮えたぎる歌/Seething Song》 1《引き裂かれた記憶/Shred Memory》 4《血の署名/Sign in Blood》 Sideboard 3《綿密な分析/Deep Analysis》 3《強迫/Duress》 2《残響する真実/Echoing Truth》 2《鋭い痛み/Flaring Pain》 1《地熱の割れ目/Geothermal Crevice》 1《ゴブリンの奇襲隊/Goblin Bushwhacker》 1《イゼットの煮沸場/Izzet Boilerworks》 2《紅蓮破/Pyroblast》 3-1 青白黒ストーム/UWB Storm 使用者:Avatre Main Deck 4《アゾリウスの大法官庁/Azorius Chancery》 3《ディミーアの水路/Dimir Aqueduct》 3《進化する未開地/Evolving Wilds》 5《島/Island》 1《カビーラの交差路/Kabira Crossroads》 1《平地/Plains》 1《沼/Swamp》 3《広漠なる変幻地/Terramorphic Expanse》 4《フェアリーの大群/Cloud of Faeries》 1《記憶の壁/Mnemonic Wall》 3《熟考漂い/Mulldrifter》 4《夜景学院の使い魔/Nightscape Familiar》 4《陽景学院の使い魔/Sunscape Familiar》 2《Arcane Denial》 4《強迫的な研究/Compulsive Research》 4《綿密な分析/Deep Analysis》 2《予感/Foresee》 4《大あわての捜索/Frantic Search》 4《断絶/Snap》 3《時間の亀裂/Temporal Fissure》 Sideboard 1《Arcane Denial》 1《鋼の霊体/Astral Steel》 1《転覆/Capsize》 3《水流破/Hydroblast》 2《最後の儀式/Last Rites》 4《孤独な宣教師/Lone Missionary》 3《虹色の断片/Prismatic Strands》 3-1 青黒赤ストーム/UBR Storm 使用者:Irenicus_Mfs Main Deck 4《古き泉/Ancient Spring》 2《地熱の割れ目/Geothermal Crevice》 2《用水路/Irrigation Ditch》 4《硫黄孔/Sulfur Vent》 4《陰謀団の儀式/Cabal Ritual》 4《彩色の宝球/Chromatic Sphere》 4《彩色の星/Chromatic Star》 4《暗黒の儀式/Dark Ritual》 4《巣穴からの総出/Empty the Warrens》 4《ぶどう弾/Grapeshot》 4《留まらぬ発想/Ideas Unbound》 4《水蓮の花びら/Lotus Petal》 4《魔力変/Manamorphose》 4《定業/Preordain》 4《炎の儀式/Rite of Flame》 4《血の署名/Sign in Blood》 Sideboard 3《綿密な分析/Deep Analysis》 2《強迫/Duress》 1《残響する衰微/Echoing Decay》 1《鋭い痛み/Flaring Pain》 1《地熱の割れ目/Geothermal Crevice》 1《用水路/Irrigation Ditch》 2《紅蓮破/Pyroblast》 2《煮えたぎる歌/Seething Song》 2《引き裂かれた記憶/Shred Memory》 3-1 黒単コントロール/Black Control 使用者:obelixx Main Deck 22《沼/Swamp》 4《騒がしいネズミ/Chittering Rats》 4《墓所のネズミ/Crypt Rats》 2《大牙の衆の忍び/Okiba-Gang Shinobi》 4《ファイレクシアの憤怒鬼/Phyrexian Rager》 4《貪欲なるネズミ/Ravenous Rats》 3《堕落/Corrupt》 3《見栄え損ない/Disfigure》 2《破滅の刃/Doom Blade》 2《強迫/Duress》 4《血の署名/Sign in Blood》 4《発掘/Unearth》 2《精神ねじ切り/Wrench Mind》 Sideboard 4《汚れ/Befoul》 4《押し寄せる砂/Choking Sands》 1《見栄え損ない/Disfigure》 1《強迫/Duress》 2《残響する衰微/Echoing Decay》 2《堕落の触手/Tendrils of Corruption》 1《精神ねじ切り/Wrench Mind》 3-1 緑単ポスト/Green Post 使用者:Nuramon Main Deck 4《雲上の座/Cloudpost》 7《森/Forest》 4《微光地/Glimmerpost》 1《ハリマーの深み/Halimar Depths》 3《平穏な茂み/Tranquil Thicket》 3《伝承の樹/Tree of Tales》 4《オーロクスの獣群/Aurochs Herd》 1《ファングレンの匪賊/Fangren Marauder》 3《激情の共感者/Fierce Empath》 1《クローサの大牙獣/Krosan Tusker》 4《ラノワールのエルフ/Llanowar Elves》 4《草茂る胸壁/Overgrown Battlement》 2《ウラモグの破壊者/Ulamog s Crusher》 4《根の壁/Wall of Roots》 3《輪作/Crop Rotation》 4《ムウォンヴーリーの酸苔/Mwonvuli Acid-Moss》 4《刈り取りと種まき/Reap and Sow》 4《Thermokarst》 Sideboard 3《井戸の汲みつくし/Drain the Well》 2《ファングレンの匪賊/Fangren Marauder》 2《上機嫌の破壊/Gleeful Sabotage》 1《一瞬の平和/Moment s Peace》 2《暗影の蜘蛛/Penumbra Spider》 4《砂嵐/Sandstorm》 1《枝細工下げの古老/Wickerbough Elder》 3-1 青単コントロール/Blue Control 使用者:S1lv3r131 Main Deck 20《島/Island》 4《流砂/Quicksand》 4《海門の神官/Sea Gate Oracle》 4《呪文づまりのスプライト/Spellstutter Sprite》 4《尖塔のゴーレム/Spire Golem》 4《対抗呪文/Counterspell》 2《除外/Exclude》 4《魔力の乱れ/Force Spike》 4《誤算/Miscalculation》 2《ウーナの寵愛/Oona s Grace》 4《海賊の魔除け/Piracy Charm》 4《熟慮/Think Twice》 Sideboard 1《残響する真実/Echoing Truth》 4《遍歴のカゲロウ獣/Errant Ephemeron》 2《妖精の計略/Faerie Trickery》 4《水流破/Hydroblast》 4《ウーナの門の管理人/Oona s Gatewarden》 3-1 金属術親和/Metalcraft Affinity 使用者:Onewingy Main Deck 1《ダークスティールの城塞/Darksteel Citadel》 4《大焼炉/Great Furnace》 4《教議会の座席/Seat of the Synod》 4《伝承の樹/Tree of Tales》 4《囁きの大霊堂/Vault of Whispers》 4《エイトグ/Atog》 4《甲殻の鍛冶工/Carapace Forger》 4《大霊堂の信奉者/Disciple of the Vault》 4《金属ガエル/Frogmite》 4《マイアの処罰者/Myr Enforcer》 2《彩色の宝球/Chromatic Sphere》 4《彩色の星/Chromatic Star》 2《飛行の呪文爆弾/Flight Spellbomb》 4《感電破/Galvanic Blast》 1《水蓮の花びら/Lotus Petal》 3《黄鉄の呪文爆弾/Pyrite Spellbomb》 3《バネ葉の太鼓/Springleaf Drum》 4《物読み/Thoughtcast》 Sideboard 2《古えの遺恨/Ancient Grudge》 2《髑髏の占い師/Augur of Skulls》 2《破滅の刃/Doom Blade》 2《クラーク族のシャーマン/Krark-Clan Shaman》 2《否認/Negate》 2《紅蓮破/Pyroblast》 3《呪文貫き/Spell Pierce》 3-1 青白黒ストーム/UWB Storm 使用者:belomorous Main Deck 4《アゾリウスの大法官庁/Azorius Chancery》 3《ディミーアの水路/Dimir Aqueduct》 3《進化する未開地/Evolving Wilds》 6《島/Island》 1《平地/Plains》 1《沼/Swamp》 3《広漠なる変幻地/Terramorphic Expanse》 4《フェアリーの大群/Cloud of Faeries》 1《記憶の壁/Mnemonic Wall》 4《熟考漂い/Mulldrifter》 4《夜景学院の使い魔/Nightscape Familiar》 4《陽景学院の使い魔/Sunscape Familiar》 4《強迫的な研究/Compulsive Research》 3《綿密な分析/Deep Analysis》 3《予感/Foresee》 4《大あわての捜索/Frantic Search》 1《一瞬の瞬き/Momentary Blink》 4《断絶/Snap》 3《時間の亀裂/Temporal Fissure》 Sideboard 2《Arcane Denial》 2《赤の防御円/Circle of Protection Red》 3《水流破/Hydroblast》 3《孤独な宣教師/Lone Missionary》 2《否認/Negate》 3《ヴィダルケンの異国者/Vedalken Outlander》
https://w.atwiki.jp/mtg2384p/pages/144.html
開催日:2011 / 02 / 18 参加人数:25名 フォーマット:Pauper(~MBS) Constructed Pauper Event #2086153 on 02/18/2011 in Daily Events 4-0:金属術親和/Metalcraft Affinity 4-0:青白黒ストーム/UWB Storm 3-1:金属術親和/Metalcraft Affinity 3-1:赤単ゴブリン/Goblin 3-1:青白黒ストーム/UWB Storm 3-1:青白黒ストーム/UWB Storm 3-1:緑単ポスト/Green Post 3-1:黒単コントロール/Black Control 4-0 金属術親和/Metalcraft Affinity 使用者:_megafone_ Main Deck 4《大焼炉/Great Furnace》 4《教議会の座席/Seat of the Synod》 4《伝承の樹/Tree of Tales》 4《囁きの大霊堂/Vault of Whispers》 4《エイトグ/Atog》 4《甲殻の鍛冶工/Carapace Forger》 4《大霊堂の信奉者/Disciple of the Vault》 4《金属ガエル/Frogmite》 4《マイアの処罰者/Myr Enforcer》 2《彩色の宝球/Chromatic Sphere》 4《彩色の星/Chromatic Star》 2《飛行の呪文爆弾/Flight Spellbomb》 4《感電破/Galvanic Blast》 4《水蓮の花びら/Lotus Petal》 1《黄鉄の呪文爆弾/Pyrite Spellbomb》 3《バネ葉の太鼓/Springleaf Drum》 4《物読み/Thoughtcast》 Sideboard 3《ゴリラのシャーマン/Gorilla Shaman》 3《水流破/Hydroblast》 4《紅蓮破/Pyroblast》 3《倒壊/Raze》 2《地鳴りの揺るぎ/Seismic Shudder》 4-0 青白黒ストーム/UWB Storm 使用者:Omarvelous Main Deck 3《アゾリウスの大法官庁/Azorius Chancery》 3《ディミーアの水路/Dimir Aqueduct》 3《進化する未開地/Evolving Wilds》 6《島/Island》 2《平地/Plains》 1《沼/Swamp》 4《広漠なる変幻地/Terramorphic Expanse》 4《フェアリーの大群/Cloud of Faeries》 1《記憶の壁/Mnemonic Wall》 4《熟考漂い/Mulldrifter》 4《夜景学院の使い魔/Nightscape Familiar》 4《陽景学院の使い魔/Sunscape Familiar》 4《強迫的な研究/Compulsive Research》 3《綿密な分析/Deep Analysis》 3《予感/Foresee》 4《大あわての捜索/Frantic Search》 4《断絶/Snap》 3《時間の亀裂/Temporal Fissure》 Sideboard 3《ガリーナの騎士/Galina s Knight》 3《水流破/Hydroblast》 3《孤独な宣教師/Lone Missionary》 3《虹色の断片/Prismatic Strands》 3《呪文貫き/Spell Pierce》 3-1 金属術親和/Metalcraft Affinity 使用者:DrGenial Main Deck 4《古えの居住地/Ancient Den》 4《大焼炉/Great Furnace》 4《教議会の座席/Seat of the Synod》 4《伝承の樹/Tree of Tales》 4《甲殻の鍛冶工/Carapace Forger》 4《金属ガエル/Frogmite》 4《マイアの処罰者/Myr Enforcer》 4《厳粛な空護り/Somber Hoverguard》 3《粗石の魔道士/Trinket Mage》 1《上天の呪文爆弾/AEther Spellbomb》 1《骨断ちの矛槍/Bonesplitter》 2《彩色の宝球/Chromatic Sphere》 4《彩色の星/Chromatic Star》 3《感電破/Galvanic Blast》 3《水蓮の花びら/Lotus Petal》 1《黄鉄の呪文爆弾/Pyrite Spellbomb》 2《流れ込む知識/Rush of Knowledge》 3《バネ葉の太鼓/Springleaf Drum》 1《陽光の呪文爆弾/Sunbeam Spellbomb》 4《物読み/Thoughtcast》 Sideboard 3《ゴリラのシャーマン/Gorilla Shaman》 3《水流破/Hydroblast》 2《クラーク族のシャーマン/Krark-Clan Shaman》 4《紅蓮破/Pyroblast》 2《倒壊/Raze》 1《流れ込む知識/Rush of Knowledge》 3-1 赤単ゴブリン/Goblin 使用者:pelao28 Main Deck 18《山/Mountain》 4《ゴブリンの奇襲隊/Goblin Bushwhacker》 3《ゴブリンの群勢/Goblin Cohort》 4《ゴブリンのそり乗り/Goblin Sledder》 4《ジャッカルの使い魔/Jackal Familiar》 4《モグの徴集兵部隊/Mogg Conscripts》 4《モグの下働き/Mogg Flunkies》 4《モグの略奪者/Mogg Raider》 4《モグの戦争司令官/Mogg War Marshal》 2《火花鍛冶/Sparksmith》 2《Chain Lightning》 3《火炎破/Fireblast》 4《稲妻/Lightning Bolt》 Sideboard 2《ゴリラのシャーマン/Gorilla Shaman》 4《紅蓮破/Pyroblast》 3《倒壊/Raze》 3《地鳴りの揺るぎ/Seismic Shudder》 3《粉々/Smash to Smithereens》 3-1 青白黒ストーム/UWB Storm 使用者:Broodja Main Deck 3《アゾリウスの大法官庁/Azorius Chancery》 3《ディミーアの水路/Dimir Aqueduct》 3《進化する未開地/Evolving Wilds》 5《島/Island》 2《平地/Plains》 1《沼/Swamp》 4《広漠なる変幻地/Terramorphic Expanse》 4《フェアリーの大群/Cloud of Faeries》 1《記憶の壁/Mnemonic Wall》 4《熟考漂い/Mulldrifter》 4《夜景学院の使い魔/Nightscape Familiar》 4《陽景学院の使い魔/Sunscape Familiar》 4《強迫的な研究/Compulsive Research》 4《綿密な分析/Deep Analysis》 3《予感/Foresee》 4《大あわての捜索/Frantic Search》 4《断絶/Snap》 3《時間の亀裂/Temporal Fissure》 Sideboard 2《残響する真実/Echoing Truth》 4《水流破/Hydroblast》 2《孤独な宣教師/Lone Missionary》 3《虹色の断片/Prismatic Strands》 4《ヴィダルケンの異国者/Vedalken Outlander》 3-1 青白黒ストーム/UWB Storm 使用者:Butakov Main Deck 4《アゾリウスの大法官庁/Azorius Chancery》 3《ディミーアの水路/Dimir Aqueduct》 3《進化する未開地/Evolving Wilds》 5《島/Island》 1《平地/Plains》 1《沼/Swamp》 4《広漠なる変幻地/Terramorphic Expanse》 4《フェアリーの大群/Cloud of Faeries》 1《記憶の壁/Mnemonic Wall》 4《熟考漂い/Mulldrifter》 4《夜景学院の使い魔/Nightscape Familiar》 4《陽景学院の使い魔/Sunscape Familiar》 4《強迫的な研究/Compulsive Research》 4《綿密な分析/Deep Analysis》 3《予感/Foresee》 4《大あわての捜索/Frantic Search》 4《断絶/Snap》 3《時間の亀裂/Temporal Fissure》 Sideboard 4《水流破/Hydroblast》 3《孤独な宣教師/Lone Missionary》 3《虹色の断片/Prismatic Strands》 1《逆行/Regress》 4《ヴィダルケンの異国者/Vedalken Outlander》 3-1 緑単ポスト/Green Post 使用者:Irenicus_Mfs Main Deck 4《雲上の座/Cloudpost》 10《森/Forest》 4《微光地/Glimmerpost》 4《平穏な茂み/Tranquil Thicket》 4《オーロクスの獣群/Aurochs Herd》 3《激情の共感者/Fierce Empath》 1《クローサの大牙獣/Krosan Tusker》 4《草茂る胸壁/Overgrown Battlement》 3《ウラモグの破壊者/Ulamog s Crusher》 2《ぶどう棚/Vine Trellis》 4《根の壁/Wall of Roots》 4《輪作/Crop Rotation》 4《ムウォンヴーリーの酸苔/Mwonvuli Acid-Moss》 4《刈り取りと種まき/Reap and Sow》 3《Thermokarst》 2《根絶やし/Uproot》 Sideboard 2《上機嫌の破壊/Gleeful Sabotage》 3《マイアー・ボア/Mire Boa》 2《秘宝の破壊/Relic Crush》 4《砂嵐/Sandstorm》 4《鋸刃の矢/Serrated Arrows》 3-1 黒単コントロール/Black Control 使用者:Adherent Main Deck 23《沼/Swamp》 3《騒がしいネズミ/Chittering Rats》 4《墓所のネズミ/Crypt Rats》 4《ファイレクシアの憤怒鬼/Phyrexian Rager》 3《貪欲なるネズミ/Ravenous Rats》 4《堕落/Corrupt》 3《見栄え損ない/Disfigure》 4《残響する衰微/Echoing Decay》 4《闇の掌握/Grasp of Darkness》 4《血の署名/Sign in Blood》 4《発掘/Unearth》 Sideboard 2《汚れ/Befoul》 4《押し寄せる砂/Choking Sands》 1《破滅の刃/Doom Blade》 4《強迫/Duress》 4《堕落の触手/Tendrils of Corruption》 未分類
https://w.atwiki.jp/fspcba/pages/12.html
The PCB industry is a B2B industry, and the cooperation between them is often based on trust. Any unhappiness in any link will lead to the collapse of trust between both parties. Therefore, PCB testing is considered an indispensable link. Taking FS Technology PCB testing as an example, we provide a variety of testing processes manual inspection, AOI testing, assembly inspection, XRAY inspection, etc. In this article, we will discuss the simple PCB testing process, which is suitable for both PCBA processing factories and electronics enthusiasts. As the most common and cheapest testing equipment, digital multimeters are often used in the testing process of circuit boards. If your board is a simple circuit configuration and can be powered normally, using a digital multimeter to check the rail voltage of the IC, the output of the voltage regulator will be the right choice. An oscilloscope can be used to verify the voltage waveform and communication of the powered board. To check for the presence of a Wi-Fi signal output from the PCBA, even a cell phone can come in handy. With the assistance of a digital multimeter, we can easily find the leakage capacitor by adjusting the resistor setting. Specific steps Set the meter to read in the high ohms range and touch the meter leads to the corresponding leads on the capacitor; red is positive and black is negative. The meter should start at zero and slowly move towards infinity. For large capacitor values, the ramp will be very slow. Before making electrolytic measurements, disconnect the power supply and carefully discharge the capacitor by connecting a resistor across the leads. When the meter is on the ohms setting, it sends some constant current from the positive lead to the negative lead. An open cap will show open; a shorted one will show close to zero ohms. Checking the operation of HMI interface items such as touch panels and switches may reveal functional issues due to connectivity or component issues. Signal probing with a DMM or oscilloscope requires some knowledge of circuits to interpret the results, but it becomes much easier if you have a known good board to compare point-to-point results. The DC voltage test is first probed with reference to ground. When checking an IC, test the power pins first. Most ICs can be identified by their markings, and many can be tested for operation to their published specifications using oscilloscopes and logic analyzers. Comparing an IC s behavior to that of a known good IC is a quick way to identify anomalous behavior. An engineer s favorite habit of touching low-voltage parts of a circuit changes the impedance, which in turn changes the behavior of the system (or inadvertently overheats!). Used in conjunction with an oscilloscope, for example, this technique can help identify where additional capacitance is needed to eliminate unwanted oscillations. Intermittent failures are the most challenging and time-consuming aspect of troubleshooting. Common irregular failures can be caused by overheated or degraded components, poor soldering, and loose connections. Long memory in oscilloscopes helps zoom in on signal records to find rare events. Using freeze spray in the right places can sometimes exacerbate and identify intermittent problems. More basic PCB content What is pcb? Description of traditional PCBA design and manufacturing knowledge What are the PCBA assembly processes? PCB Repair Tips - FS Technology Tips for cleaning PCB flux Circuit board repair method - online measurement method Reasons for Prototyping Before PCBA Batch Processing
https://w.atwiki.jp/shooto/pages/2061.html
[大会名]Super Brawl XII [日時]1999年6月1日(火) [会場]アメリカ,ハワイ州ホノルル/ブレイズデイル・アリーナ [主催]エクストリーム・スポーツ・プロダクション 【第1試合】ライトヘビー級 5分2R ○ボビー・サウスワース*(アメリカ/シャムロックUSA) TKO 1R 4 22" ×ボブ・オストビッチ*(アメリカ/ジーザス・イズ・ロード) 【第2試合】80.0kg契約 5分2R ○キム・メイソン*(アメリカ/AMCパンクレイション) S 1R 4 32" ×カイ・カマカ*(アメリカ/ジーザス・イズ・ロード) ※肩固め 【第3試合】ミドル級 5分2R ○ライアン・ボウ(アメリカ/シャムロックUSA) S 1R 1 26" ×ブレナン・カマカ*(アメリカ/ジーザス・イズ・ロード) ※腕ひしぎ十字固め 【第4試合】ライトヘビー級 5分3R ○ブライアン・ガザウェイ(アメリカ/コンバット・ドー) TKO 2R 0 32" ×ジョン・クリソストモ*(アメリカ/グラップリング・アンリミテッド) 【第5試合】ライトヘビー級 5分3R ○ロナルド・ジューン(アメリカ/ジーザス・イズ・ロード) 判定 2-0 ×ジェイムズ・ジキック*(イギリス/シャムロックUSA) ※28 28 29 28 29 28 【第6試合】80.0kg契約 5分3R △ショニー・カーター(アメリカ/コンバット・ドー) ドロー 1-0 △サイモン・ポーズナ-*(アメリカ/AMCパンクレイション) ※30 27 28 28 29 29 【第7試合】65.0kg契約 5分3R ○植松直哉(JPN/SHOOTO GYM K z FACTORY) S 1R 1 52" ×ライアン・ディアス(カナダ/フランコ&ギブソン・パンクレイション) ※アキレス腱固め 【第8試合】ウェルター級 5分3R ○五味隆典(JPN/SHOOTO GYM K z FACTORY) S 1R 3 06" ×ステファン・パーリング(アメリカ/ジーザス・イズ・ロード) ※スリーパーホールド 【第9試合】ミドル級 5分3R ○レイ・クーパー(アメリカ/ジーザス・イズ・ロード) TKO 1R 0 46" ×ビクトー・ハンサカー*(アメリカ/シャークタンク)