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https://w.atwiki.jp/darkbasic/pages/47.html
A ACOS ASIN ATAN ATANFULL ABS ARRAY INDEX TO BOTTOM ARRAY INDEX TO TOP ARRAY INDEX VALID ARRAY COUNT ARRAY INSERT AT BOTTOM ARRAY INSERT AT TOP ARRAY INSERT AT ELEMENT ARRAY DELETE ELEMENT ADD TO QUEUE ADD TO STACK ARRAY INDEX TO QUEUE ARRAY INDEX TO STACK ASC APPNAME$ ANIMATION EXIST ANIMATION HEIGHT ANIMATION LOOPING ANIMATION PAUSED ANIMATION PLAYING ANIMATION POSITION X ANIMATION POSITION Y ANIMATION WIDTH ANIMATION VOLUME ANIMATION SPEED ALWAYS ACTIVE ON ALWAYS ACTIVE OFF AUTOCAM ON AUTOCAM OFF ADD LIMB APPEND OBJECT APPEND OBJECT ANIMATION ATTACH OBJECT TO STATIC ALPHABLENDING AVAILABLE ALPHA AVAILABLE ALPHACOMPARISON AVAILABLE ANISTROPICFILTERING AVAILABLE ANTIALIAS AVAILABLE AUTOMATIC OBJECT COLLISION AUTOMATIC CAMERA COLLISION ADD MATRIX4 ADD VECTOR2 ADD VECTOR3 ADD VECTOR4 B BREAK BIN$ BOX BLUR BITMAP BITMAP EXIST BITMAP WIDTH BITMAP HEIGHT BITMAP DEPTH BITMAP MIRRORED BITMAP FLIPPED BACKDROP ON BACKDROP OFF BLITSYSTOLOCAL AVAILABLE BSP COLLISION HIT BSP COLLISION X BSP COLLISION Y BSP COLLISION Z BUILD LOOKAT LHMATRIX4 BUILD LOOKAT RHMATRIX4 BUILD ORTHO LHMATRIX4 BUILD ORTHO RHMATRIX4 BUILD FOV LHMATRIX4 BUILD FOV RHMATRIX4 BUILD PERSPECTIVE LHMATRIX4 BUILD PERSPECTIVE RHMATRIX4 BUILD REFLECTION MATRIX4 BUILD ROTATION AXIS MATRIX4 BCC VECTOR2 BCC VECTOR3 BCC VECTOR4 C CLS COS CASE DEFAULT CASE CL$ CURVEVALUE CURVEANGLE COPY MEMORY CHECK DISPLAY MODE CURRENT GRAPHICS CARD$ CHR$ CENTER TEXT CIRCLE CREATE ANIMATED SPRITE CLONE SPRITE CLEAR ENTRY BUFFER CONTROLKEY CONTROL DEVICE NAME$ CONTROL DEVICE X CONTROL DEVICE Y CONTROL DEVICE Z CHANGE MOUSE CHECKLIST QUANTITY CHECKLIST VALUE A CHECKLIST VALUE B CHECKLIST VALUE C CHECKLIST VALUE D CHECKLIST STRING$ CALL DLL CLOSE FILE COPY FILE CD CHANGE MESH FROM MEMBLOCK COPY MEMBLOCK CREATE BITMAP COPY BITMAP CURRENT BITMAP CREATE NET GAME CREATE NET PLAYER CLEAR CAMERA VIEW CAMERA POSITION X CAMERA POSITION Y CAMERA POSITION Z CAMERA ANGLE X CAMERA ANGLE Y CAMERA ANGLE Z COLOR BACKDROP CONTROL CAMERA USING ARROWKEYS COLOR LIGHT COLOR AMBIENT LIGHT CHANGE MESH CLEAR ALL OBJECT KEYFRAMES CLEAR OBJECT KEYFRAME COLOR OBJECT COLOR LIMB CHECK LIMB LINK CLONE OBJECT CREATE VERTEX SHADER FROM FILE CALIBRATEGAMMA AVAILABLE CLIPANDSCALEPOINTS AVAILABLE CLIPTLVERTS AVAILABLE COLORPERSPECTIVE AVAILABLE COLORWRITEENABLE AVAILABLE CUBEMAP AVAILABLE CULLCCW AVAILABLE CULLCW AVAILABLE CREATE PIXEL SHADER FROM FILE CONVERT OBJECT FVF CATMULLROM VECTOR2 CATMULLROM VECTOR3 CATMULLROM VECTOR4 COPY MATRIX4 COPY VECTOR2 COPY VECTOR3 COPY VECTOR4 CROSS PRODUCT VECTOR3 CCW VECTOR2 COLOR PARTICLES CLONE SOUND D DATA DIM DO DEC DRAW TO BACK DRAW TO FRONT DRAW SPRITES FIRST DRAW SPRITES LAST DELETE MEMORY DELETE IMAGE DOT DELETE SPRITE DOWNKEY DELETE DLL DLL EXIST DLL CALL EXIST DISABLE ESCAPEKEY DISABLE SYSTEMKEYS DELETE DIRECTORY DELETE FILE DIR DRIVELIST DELETE MEMBLOCK DELETE ANIMATION DELETE BITMAP DEFAULT NET GAME DELETE CAMERA DELETE LIGHT DELETE MATRIX DELETE OBJECT COLLISION BOX DELETE OBJECT DELETE MESH DETACH OBJECT FROM STATIC DISABLE STATIC OCCLUSION DISABLE OBJECT ZDEPTH DELETE STATIC OBJECTS DISABLE TNL DITHER AVAILABLE DELETE VERTEX SHADER DELETE PIXEL SHADER DISABLE OBJECT ZREAD DISABLE OBJECT ZWRITE DELETE EFFECT DELETE BSP DELETE TERRAIN DELETE MATRIX4 DELETE VECTOR2 DELETE VECTOR3 DELETE VECTOR4 DIVIDE MATRIX4 DIVIDE VECTOR2 DIVIDE VECTOR3 DIVIDE VECTOR4 DOT PRODUCT VECTOR2 DOT PRODUCT VECTOR3 DELETE PARTICLES DELETE MUSIC DELETE SOUND E ELSE END ENDCASE ENDIF ENDSELECT ENDWHILE EXIT EXITFUNCTION EXP ENDFUNCTION EMPTY ARRAY EMULATION MODE ELLIPSE ENTRY$ ESCAPEKEY EMPTY CHECKLIST ENABLE ESCAPEKEY ENABLE SYSTEMKEYS EXIT PROMPT EXECUTE FILE ENABLE STATIC OCCLUSION ENABLE OBJECT ZDEPTH ENABLE TNL ENABLE OBJECT ZREAD ENABLE OBJECT ZWRITE EFFECT EXIST F FOR FUNCTION FASTSYNC FILL MEMORY FLIP SPRITE FORCE UP FORCE DOWN FORCE LEFT FORCE RIGHT FORCE ANGLE FORCE NO EFFECT FORCE WATER EFFECT FORCE SHOOT FORCE CHAINSAW FORCE IMPACT FORCE AUTO CENTER ON FORCE AUTO CENTER OFF FILE END FILE EXIST FILE OPEN FILE SIZE FIND FIRST FIND NEXT FTP CONNECT FTP DELETE FILE FTP DISCONNECT FTP FIND FIRST FTP FIND NEXT FTP GET FILE FTP PROCEED FTP PUT FILE FTP SET DIR FTP TERMINATE FLIP BITMAP FADE BITMAP FREE NET GAME FREE NET PLAYER FOG ON FOG OFF FOG COLOR FOG DISTANCE FILL MATRIX FADE OBJECT FIX OBJECT PIVOT FILTERING AVAILABLE FOG AVAILABLE FLUSH VIDEO MEMORY FOGRANGE AVAILABLE FOGTABLE AVAILABLE FOGVERTEX AVAILABLE FULLSCREENGAMMA AVAILABLE G GOSUB GOTO GET DATE$ GET TIME$ GET BACKBUFFER PTR GET BACKBUFFER WIDTH GET BACKBUFFER HEIGHT GET BACKBUFFER DEPTH GET BACKBUFFER PITCH GET IMAGE GET PIXELS POINTER GET PIXELS PITCH GET CLIPBOARD$ GET REGISTRY GET REGISTRY$ GET DIR$ GET FILE DATE$ GET FILE NAME$ GET FILE TYPE GET FILE CREATION$ GET FTP DIR$ GET FTP ERROR$ GET FTP FAILURE GET FTP FILE NAME$ GET FTP FILE SIZE GET FTP FILE TYPE GET FTP PROGRESS GET FTP STATUS GET MEMBLOCK PTR GET MEMBLOCK SIZE GET NET MESSAGE GHOST MATRIX ON GHOST MATRIX OFF GET GROUND HEIGHT GET MATRIX HEIGHT GET OBJECT COLLISION X GET OBJECT COLLISION Y GET OBJECT COLLISION Z GHOST OBJECT OFF GHOST OBJECT ON GLUE OBJECT TO LIMB GET STATIC COLLISION HIT GET STATIC COLLISION X GET STATIC COLLISION Y GET STATIC COLLISION Z GET DEVICE TYPE GET MAXIMUM LIGHTS GET MAXIMUM PIXEL SHADER VALUE GET MAXIMUM TEXTURE HEIGHT GET MAXIMUM TEXTURE WIDTH GET MAXIMUM VERTEX SHADER CONSTANTS GET MAXIMUM VOLUME EXTENT GET MAXIMUM PIXEL SHADER VERSION GET MAXIMUM VERTEX SHADER VERSION GET PICK VECTOR X GET PICK VECTOR Y GET PICK VECTOR Z GET PICK DISTANCE GET TERRAIN HEIGHT GET TOTAL TERRAIN HEIGHT GHOST PARTICLES ON GHOST PARTICLES OFF GET NUMBER OF CD TRACKS H HCOS HSIN HTAN HIDE WINDOW HEX$ HIDE SPRITE HIDE ALL SPRITES HIDE MOUSE HIDE LIGHT HIDE OBJECT HIDE LIMB HIDE OBJECT BOUNDS HERMITE VECTOR2 HERMITE VECTOR3 HERMITE VECTOR4 HIDE PARTICLES I INPUT INKEY$ IF INT INC IMAGE EXIST INK INTERSECT OBJECT INSTANCE OBJECT INVERSE MATRIX4 IS EQUAL MATRIX4 IS EQUAL VECTOR2 IS EQUAL VECTOR3 IS EQUAL VECTOR4 IS IDENTITY MATRIX4 J JOYSTICK UP JOYSTICK DOWN JOYSTICK LEFT JOYSTICK RIGHT JOYSTICK X JOYSTICK Y JOYSTICK Z JOYSTICK FIRE A JOYSTICK FIRE B JOYSTICK FIRE C JOYSTICK FIRE D JOYSTICK FIRE X JOYSTICK SLIDER A JOYSTICK SLIDER B JOYSTICK SLIDER C JOYSTICK SLIDER D JOYSTICK TWIST X JOYSTICK TWIST Y JOYSTICK TWIST Z JOYSTICK HAT ANGLE JOIN NET GAME K KEYSTATE L LOOP LOAD ARRAY LOCK BACKBUFFER LEFT$ LEN LOWER$ LOAD IMAGE LINE LOCK PIXELS LEFTKEY LOAD DLL LOAD ANIMATION LOOP ANIMATION LOAD DVD ANIMATION LOAD BITMAP LIGHT DIRECTION X LIGHT DIRECTION Y LIGHT DIRECTION Z LIGHT POSITION X LIGHT POSITION Y LIGHT POSITION Z LIGHT EXIST LIGHT RANGE LIGHT TYPE LIGHT VISIBLE LOAD OBJECT LOOP OBJECT LIMB ANGLE X LIMB ANGLE Y LIMB ANGLE Z LIMB EXIST LIMB NAME$ LIMB OFFSET X LIMB OFFSET Y LIMB OFFSET Z LIMB SCALE X LIMB SCALE Y LIMB SCALE Z LIMB TEXTURE NAME LIMB TEXTURE LIMB VISIBLE LIMB DIRECTION X LIMB DIRECTION Y LIMB DIRECTION Z LIMB POSITION X LIMB POSITION Y LIMB POSITION Z LINK LIMB LOAD MESH LOAD STATIC OBJECTS LOCK OBJECT OFF LOCK OBJECT ON LOAD EFFECT LOAD BSP LENGTH VECTOR2 LENGTH VECTOR3 LENGTH VECTOR4 LINEAR INTERPOLATE VECTOR2 LINEAR INTERPOLATE VECTOR3 LINEAR INTERPOLATE VECTOR4 LOAD MUSIC LOOP MUSIC LOAD CDMUSIC LOAD 3DSOUND LOAD SOUND LOOP SOUND LISTENER ANGLE X LISTENER ANGLE Y LISTENER ANGLE Z LISTENER POSITION X LISTENER POSITION Y LISTENER POSITION Z M MAKE MEMORY MAXIMIZE WINDOW MINIMIZE WINDOW MID$ MIRROR SPRITE MOVE SPRITE MOUSECLICK MOUSEMOVEX MOUSEMOVEY MOUSEMOVEZ MOUSEX MOUSEY MOUSEZ MAKE DIRECTORY MAKE FILE MAKE MEMBLOCK FROM FILE MOVE FILE MAKE FILE FROM MEMBLOCK MAKE BITMAP FROM MEMBLOCK MAKE IMAGE FROM MEMBLOCK MAKE MEMBLOCK FROM BITMAP MAKE MEMBLOCK FROM IMAGE MAKE MEMBLOCK FROM MESH MAKE MEMBLOCK FROM SOUND MAKE MESH FROM MEMBLOCK MAKE SOUND FROM MEMBLOCK MAKE MEMBLOCK MEMBLOCK EXIST MEMBLOCK BYTE MEMBLOCK DWORD MEMBLOCK FLOAT MEMBLOCK WORD MIRROR BITMAP MOVE CAMERA MAKE CAMERA MAKE LIGHT MAKE MATRIX MATRIX EXIST MATRIX POSITION X MATRIX POSITION Y MATRIX POSITION Z MATRIX TILE COUNT MATRIX TILES EXIST MATRIX WIREFRAME STATE MESH EXIST MAKE OBJECT BOX MAKE OBJECT COLLISION BOX MAKE OBJECT CONE MAKE OBJECT CUBE MAKE OBJECT CYLINDER MAKE MESH FROM OBJECT MAKE STATIC COLLISION BOX MAKE OBJECT FROM LIMB MAKE OBJECT PLAIN MAKE OBJECT SPHERE MAKE OBJECT TRIANGLE MOVE OBJECT MAKE OBJECT MAKE STATIC OBJECT MOVE OBJECT DOWN MOVE OBJECT LEFT MOVE OBJECT RIGHT MOVE OBJECT UP MIPCUBEMAP AVAILABLE MIPMAP AVAILABLE MIPMAPLODBIAS AVAILABLE MIPMAPVOLUME AVAILABLE MAKE TERRAIN MAKE MATRIX4 MAKE VECTOR2 MAKE VECTOR3 MAKE VECTOR4 MAXIMIZE VECTOR2 MAXIMIZE VECTOR3 MAXIMIZE VECTOR4 MINIMIZE VECTOR2 MINIMIZE VECTOR3 MINIMIZE VECTOR4 MULTIPLY MATRIX4 MULTIPLY VECTOR2 MULTIPLY VECTOR3 MULTIPLY VECTOR4 MAKE SNOW PARTICLES MAKE PARTICLES MAKE FIRE PARTICLES MUSIC EXIST MUSIC LOOPING MUSIC PAUSED MUSIC PLAYING MUSIC SPEED MUSIC VOLUME N NEXT NEWXVALUE NEWYVALUE NEWZVALUE NEXT ARRAY INDEX NET MESSAGE INTEGER NET MESSAGE FLOAT NET MESSAGE STRING$ NET MESSAGE IMAGE NET MESSAGE MESH NET MESSAGE SOUND NET MESSAGE MEMBLOCK NET MESSAGE BITMAP NET GAME EXISTS NET GAME NOW HOSTING NET GAME LOST NET MESSAGE EXISTS NET MESSAGE PLAYER FROM NET MESSAGE PLAYER TO NET MESSAGE TYPE NET PLAYER DESTROYED NET PLAYER CREATED NET BUFFER SIZE NONPOWTEXTURES AVAILABLE NONLOCALVIDEOMEMORY AVAILABLE NORMALIZE VECTOR2 NORMALIZE VECTOR3 NORMALIZE VECTOR4 O OFFSET SPRITE OPEN TO READ OPEN TO WRITE OBJECT COLLISION OBJECT EXIST OBJECT FRAME OBJECT HIT OBJECT IN SCREEN OBJECT INTERPOLATION OBJECT LOOPING OBJECT PLAYING OBJECT SCREEN X OBJECT SCREEN Y OBJECT SIZE OBJECT SPEED OBJECT VISIBLE OBJECT POSITION X OBJECT POSITION Y OBJECT POSITION Z OBJECT SIZE X OBJECT SIZE Y OBJECT SIZE Z OBJECT ANGLE X OBJECT ANGLE Y OBJECT ANGLE Z OFFSET LIMB OBJECT COLLISION RADIUS OBJECT COLLISION CENTER X OBJECT COLLISION CENTER Y OBJECT COLLISION CENTER Z ONLYSQUARETEXTURES AVAILABLE P PRINT PRINTC PREVIOUS ARRAY INDEX PERFORM CHECKLIST FOR DISPLAY MODES PERFORM CHECKLIST FOR GRAPHICS CARDS PERFORM CHECKLIST FOR FONTS PASTE IMAGE POINT PASTE SPRITE PLAY SPRITE POSITION MOUSE PERFORM CHECKLIST FOR CONTROL DEVICES PERFORM CHECKLIST FOR DRIVES PERFORM CHECKLIST FOR FILES PATH EXIST PLAY ANIMATION PAUSE ANIMATION PLACE ANIMATION PLAY ANIMATION TO IMAGE PERFORM CHECKLIST FOR NET CONNECTIONS PERFORM CHECKLIST FOR NET SESSIONS PERFORM CHECKLIST FOR NET PLAYERS PITCH CAMERA UP PITCH CAMERA DOWN POINT CAMERA POSITION CAMERA POINT LIGHT POSITION LIGHT POSITION MATRIX PREPARE MATRIX TEXTURE PERFORM CHECKLIST FOR OBJECT LIMBS PITCH OBJECT DOWN PITCH OBJECT UP PLAY OBJECT POINT OBJECT POSITION OBJECT PERSPECTIVETEXTURES AVAILABLE PROJECTEDTEXTURES AVAILABLE PIXEL SHADER EXIST PERFORM CHECKLIST FOR EFFECT VALUES PERFORM CHECKLIST FOR EFFECT ERRORS PICK OBJECT PICK SCREEN PROCESS BSP COLLISION POSITION TERRAIN PROJECTION MATRIX4 PROJECT VECTOR3 PARTICLES EXIST PARTICLES POSITION X PARTICLES POSITION Y PARTICLES POSITION Z POSITION PARTICLES POSITION PARTICLE EMISSIONS PAUSE MUSIC PLAY MUSIC PAUSE SOUND PLAY SOUND POSITION SOUND POSITION LISTENER Q R RND REM REMEND REMSTART REPEAT RESTORE RETURN READ RANDOMIZE REMOVE FROM QUEUE REMOVE FROM STACK RESTORE WINDOW RIGHT$ ROTATE IMAGE RGB RGBR RGBG RGBB ROTATE SPRITE RIGHTKEY RETURNKEY READ BYTE READ FILE READ DIRBLOCK READ FILEBLOCK READ FLOAT READ LONG READ MEMBLOCK READ STRING READ WORD RENAME FILE READ BYTE FROM FILE RESUME ANIMATION ROLL CAMERA LEFT ROLL CAMERA RIGHT ROTATE CAMERA ROTATE LIGHT RANDOMIZE MATRIX ROTATE OBJECT ROLL OBJECT LEFT ROLL OBJECT RIGHT ROTATE LIMB RENDERAFTERFLIP AVAILABLE RENDERWINDOWED AVAILABLE REMOVE LIMB ROTATE X MATRIX4 ROTATE Y MATRIX4 ROTATE YPR MATRIX4 ROTATE Z MATRIX4 ROTATE PARTICLES RESUME MUSIC RECORD SOUND RESUME SOUND ROTATE LISTENER S SET CURSOR SYNC ON SYNC OFF SYNC SYNC RATE SELECT STEP SIN SQRT SLEEP SUSPEND FOR KEY SUSPEND FOR MOUSE SAVE ARRAY SCREEN FPS SCREEN DEPTH SCREEN HEIGHT SCREEN INVALID SCREEN TYPE SCREEN WIDTH SET DISPLAY MODE SET EMULATION ON SET EMULATION OFF SET GAMMA SET GRAPHICS CARD SHOW WINDOW SET WINDOW LAYOUT SET WINDOW ON SET WINDOW OFF SET WINDOW SIZE SET WINDOW POSITION SET WINDOW TITLE STR$ SET TEXT OPAQUE SET TEXT TRANSPARENT SET TEXT FONT SET TEXT SIZE SET TEXT TO NORMAL SET TEXT TO ITALIC SET TEXT TO BOLD SET TEXT TO BOLDITALIC SPACE$ SAVE IMAGE SET IMAGE COLORKEY SPRITE SET SPRITE SIZE SPRITE SCALE SPRITE STRETCH SPRITE SHOW SPRITE SHOW ALL SPRITES SPRITE EXIST SPRITE X SPRITE Y SPRITE OFFSET X SPRITE OFFSET Y SPRITE WIDTH SPRITE HEIGHT SPRITE IMAGE SPRITE SCALE X SPRITE SCALE Y SPRITE MIRRORED SPRITE FLIPPED SPRITE HIT SPRITE COLLISION SET SPRITE ALPHA SET SPRITE DIFFUSE SET SPRITE TEXTURE COORD SET SPRITE FRAME SET SPRITE IMAGE SPRITE ANGLE SPRITE ALPHA SPRITE RED SPRITE GREEN SPRITE BLUE SPRITE FRAME SET SPRITE PRIORITY SPRITE VISIBLE SCANCODE SHOW MOUSE SHIFTKEY SPACEKEY SET CONTROL DEVICE SYSTEM TMEM AVAILABLE SYSTEM DMEM AVAILABLE SYSTEM SMEM AVAILABLE SET DIR SKIP BYTES STOP ANIMATION SET ANIMATION VOLUME SET ANIMATION SPEED SET DVD CHAPTER SAVE BITMAP SET CURRENT BITMAP SET NET CONNECTION SEND NET MESSAGE INTEGER SEND NET MESSAGE FLOAT SEND NET MESSAGE STRING SEND NET MESSAGE MEMBLOCK SEND NET MESSAGE IMAGE SEND NET MESSAGE BITMAP SEND NET MESSAGE SOUND SEND NET MESSAGE MESH SET CAMERA FOV SET CAMERA RANGE SET CAMERA VIEW SET CAMERA ROTATION XYZ SET CAMERA ROTATION ZYX SET CAMERA TO FOLLOW SET CAMERA TO OBJECT ORIENTATION SCROLL BACKDROP SET CURRENT CAMERA SET CAMERA TO IMAGE SET VECTOR3 TO CAMERA POSITION SET VECTOR3 TO CAMERA ROTATION SET CAMERA ASPECT SHOW LIGHT SET DIRECTIONAL LIGHT SET LIGHT RANGE SET LIGHT TO OBJECT ORIENTATION SET LIGHT TO OBJECT POSITION SET POINT LIGHT SET SPOT LIGHT SET AMBIENT LIGHT SET NORMALIZATION OFF SET NORMALIZATION ON SET VECTOR3 TO LIGHT POSITION SET VECTOR3 TO LIGHT ROTATION SET MATRIX WIREFRAME ON SET MATRIX HEIGHT SET MATRIX NORMAL SET MATRIX TEXTURE SET MATRIX TILE SET MATRIX WIREFRAME OFF SET MATRIX SHIFT MATRIX DOWN SHIFT MATRIX LEFT SHIFT MATRIX RIGHT SHIFT MATRIX UP SET VECTOR3 TO MATRIX POSITION SET MATRIX TRIM SET MATRIX PRIORITY STATIC LINE OF SIGHT X STATIC LINE OF SIGHT Y STATIC LINE OF SIGHT Z SAVE OBJECT ANIMATION SAVE STATIC OBJECTS SCALE OBJECT SCALE LIMB SCALE LIMB TEXTURE SCALE OBJECT TEXTURE SCROLL LIMB TEXTURE SCROLL OBJECT TEXTURE SET OBJECT SET OBJECT COLLISION OFF SET OBJECT COLLISION ON SET OBJECT COLLISION TO BOXES SET OBJECT COLLISION TO POLYGONS SET OBJECT COLLISION TO SPHERES SET OBJECT FRAME SET GLOBAL COLLISION OFF SET GLOBAL COLLISION ON SET OBJECT INTERPOLATION SET OBJECT KEYFRAME SET MIPMAP MODE SET STATIC OBJECTS TEXTURE SET OBJECT ROTATION XYZ SET OBJECT ROTATION ZYX SET OBJECT SPEED SET OBJECT TEXTURE SET OBJECT TO CAMERA ORIENTATION SET OBJECT TO OBJECT ORIENTATION SHOW OBJECT SHOW LIMB STOP OBJECT STATIC LINE OF SIGHT SET BUMP MAPPING ON SET CARTOON SHADING ON SET SPHERE MAPPING ON SET STATIC OBJECTS WIREFRAME ON SET STATIC OBJECTS WIREFRAME OFF STATISTIC SET OBJECT AMBIENT SET OBJECT CULL SET DETAIL MAPPING ON SET OBJECT FILTER SET OBJECT FOG SET OBJECT LIGHT SET LIGHT MAPPING ON SET OBJECT RADIUS SET OBJECT TRANSPARENCY SET VERTEX SHADER MATRIX SET VERTEX SHADER OFF SET VERTEX SHADER ON SET VERTEX SHADER STREAM SET VERTEX SHADER STREAMCOUNT SET VERTEX SHADER VECTOR SET OBJECT WIREFRAME SEPERATETEXTUREMEMORIES AVAILABLE SET CUBE MAPPING ON SET BLEND MAPPING ON SAVE MESH SET RAINBOW SHADING ON SET SHADOW SHADING ON SET REFLECTION SHADING ON SET PIXEL SHADER ON SET PIXEL SHADER OFF SET PIXEL SHADER TEXTURE SET TEXTURE MD3 SHOW OBJECT BOUNDS SET OBJECT SMOOTHING SET LIMB SMOOTHING SET EFFECT ON SET ALPHA MAPPING ON SET OBJECT DIFFUSE SET OBJECT AMBIENCE SET OBJECT SPECULAR SET OBJECT EMISSIVE SET OBJECT SPECULAR POWER SET OBJECT EFFECT SET LIMB EFFECT SET EFFECT CONSTANT FLOAT SET EFFECT TRANSPOSE SET EFFECT CONSTANT BOOLEAN SET EFFECT CONSTANT INTEGER SET EFFECT CONSTANT VECTOR SET EFFECT CONSTANT MATRIX SET EFFECT TECHNIQUE SET SHADING OFF SET BSP CAMERA COLLISION SET BSP OBJECT COLLISION SET BSP CAMERA SET BSP COLLISION OFF SET BSP COLLISION THRESHHOLD SET BSP CAMERA COLLISION RADIUS SET BSP MULTITEXTURING ON SET BSP MULTITEXTURING OFF SET BSP OBJECT COLLISION RADIUS SET BSP COLLISION HEIGHT ADJUSTMENT SQUARED LENGTH VECTOR2 SQUARED LENGTH VECTOR3 SQUARED LENGTH VECTOR4 SCALE MATRIX4 SCALE VECTOR2 SCALE VECTOR3 SCALE VECTOR4 SET IDENTITY MATRIX4 SET VECTOR2 SET VECTOR3 SET VECTOR4 SUBTRACT MATRIX4 SUBTRACT VECTOR2 SUBTRACT VECTOR3 SUBTRACT VECTOR4 SET PARTICLE EMISSIONS SET PARTICLE SPEED SET PARTICLE VELOCITY SHOW PARTICLES SET PARTICLE GRAVITY SET PARTICLE CHAOS SET PARTICLE LIFE SET PARTICLE FLOOR SET VECTOR3 TO PARTICLES POSITION SET VECTOR3 TO PARTICLES ROTATION SET MUSIC VOLUME STOP MUSIC SET MUSIC SPEED SAVE SOUND SET SOUND PAN SET SOUND SPEED SET SOUND VOLUME STOP RECORDING SOUND STOP SOUND SOUND EXIST SOUND LOOPING SOUND PAN SOUND PAUSED SOUND PLAYING SOUND POSITION X SOUND POSITION Y SOUND POSITION Z SOUND SPEED SOUND TYPE SOUND VOLUME SCALE LISTENER SET EAX T TIMER TAN TEXT TEXT BACKGROUND TYPE TEXT FONT$ TEXT SIZE TEXT STYLE TEXT WIDTH TEXT HEIGHT TOTAL DVD CHAPTERS TURN CAMERA LEFT TURN CAMERA RIGHT TEXTURE BACKDROP TOTAL OBJECT FRAMES TEXTURE OBJECT TEXTURE LIMB TURN OBJECT LEFT TURN OBJECT RIGHT TNL AVAILABLE TLVERTEXSYSTEMMEMORY AVAILABLE TLVERTEXVIDEOMEMORY AVAILABLE TEXTURESYSTEMMEMORY AVAILABLE TEXTUREVIDEOMEMORY AVAILABLE TERRAIN EXIST TERRAIN POSITION X TERRAIN POSITION Y TERRAIN POSITION Z TEXTURE TERRAIN TRANSFORM VECTOR4 TRANSFORM COORDS VECTOR2 TRANSFORM COORDS VECTOR3 TRANSFORM NORMALS VECTOR3 TRANSLATE MATRIX4 TRANSPOSE MATRIX4 U UNDIM UNTIL UNLOCK BACKBUFFER UPPER$ UNLOCK PIXELS UPKEY UPDATE MATRIX UNGLUE OBJECT V VAL VOLUMEMAP AVAILABLE VERTEX SHADER EXIST VIEW MATRIX4 W WHILE WAIT KEY WAIT MOUSE WAIT WRAPVALUE WRITE TO CLIPBOARD WRITE TO REGISTRY WRITE STRING TO REGISTRY WINDIR$ WRITE WORD WRITE BYTE WRITE LONG WRITE DIRBLOCK WRITE FILEBLOCK WRITE FLOAT WRITE FILE WRITE MEMBLOCK WRITE STRING WRITE BYTE TO FILE WRITE MEMBLOCK BYTE WRITE MEMBLOCK DWORD WRITE MEMBLOCK FLOAT WRITE MEMBLOCK WORD WBUFFER AVAILABLE WFOG AVAILABLE W VECTOR4 WORLD MATRIX4 X XROTATE CAMERA XROTATE OBJECT X VECTOR2 X VECTOR3 X VECTOR4 Y YROTATE CAMERA YROTATE OBJECT Y VECTOR2 Y VECTOR3 Y VECTOR4 Z ZROTATE CAMERA ZROTATE OBJECT ZBUFFER AVAILABLE ZFOG AVAILABLE Z VECTOR3 Z VECTOR4
https://w.atwiki.jp/rpgcs/pages/10.html
3DRPGCS>SYSTEM>能力値 大量にブラックボックスの存在する項目。ほとんど何もわからない状態。 ◎ 能力値 体、心、技、超 の4分野からそれぞれ2つずつの合計8種類の 能力のうちから任意のものを使用することができます ただしどの分野からも少なくとも1つは採用する必要があります 体 体力度 モンスターとの直接戦闘等に関係する 健康度 状態の変化やHPの増加等に関係する 心 知識度 魔法呪文の効果等に関係する 信仰度 神聖呪文の効果や解呪等に関係する 技 敏捷度 戦闘時の行動の順番や逃走成功率等に関係する 器用度 宝箱の罠の処理等に関係する 超 幸運度 いろいろな行動の成功率に関係する 魅力度 モンスターとの交渉や商店での交渉に関係する ある分野において能力値を1つだけしか採用しなかった場合には もう一方の能力値の値は採用した方の能力値の値と同じになります 能力値はレベルアップに伴って増減しますがその場合の最大値と 特別のアイテムを使用することによる増加の最大値とをそれぞれ 設定してください 能力値の変化の程度も指定することができますが、その値をゼロ にするとレベルアップしても能力値は初期値のまま変化しません (by MANUAL-R.TXT@RPGCS)
https://w.atwiki.jp/systemc/pages/15.html
systemc-amsのインストール SystemC-amsには、1.0.1と2.0 Betaがある。Fraunhoferのホームページでダウンロードできる。 g++-4.9でコンパイルするにあたって、特にソースコードを編集する必要はない。SystemC-2.3.1との組み合わせで問題なく動作する。 64ビットCPU上のcygwinで使用する場合は、SystemC-2.3.1のインストール時にアーキテクチャをcygwin64と認識するのに対し、amsのcygwinへのインストールでは32ビットと64ビットを区別しないので、下記の修正をconfigure.acに行うと良い。 TARGET_ARCH="cygwin" EXTRA_CXXFLAGS="-I$SYSC_INC_PREFIX" と書かれている行を case "$target_cpu" in x86_64 | amd64) TARGET_ARCH="cygwin64" EXTRA_CXXFLAGS="-I$SYSC_INC_PREFIX -m64" ;; i*86) TARGET_ARCH="cygwin" EXTRA_CXXFLAGS="-I$SYSC_INC_PREFIX" ;; *) AC_MSG_ERROR("sorry... compiler not supported.") ;; esac に置き換える。 (2012年の記述) Fraunhoferのホームページからダウンロードしてきたsystemc-ams-1.0BETA2.tgzを展開する。 tar xvfz systemc-ams-1.0BETA2.tgz 展開されたsystemc-ams-1.0BETA1ディレクトリへ移動する。 cd systemc-ams-1.0BETA2 自分の環境に合わせて環境変数を設定する。 export SYSTEMC_HOME=/usr/local/systemc-2.2 g++-4.3を使用する場合は、configure.acファイルの中の EXTRA_CXXFLAGS="-I$SYSC_INC_PREFIX" と書かれたすべての行あるいは自分の使用するターゲットの行を EXTRA_CXXFLAGS="-isystem $SYSC_INC_PREFIX" に置き換える。 コンパイル環境を構築する。 ./configure コンパイルを行う。 make ライブラリを作成する。 make install 2015-05-06 20 40 19 (Wed) -
https://w.atwiki.jp/pstudysystem/pages/59.html
番号 英単語 品詞 出典、その他 1. a.m. 午前 d(3933) 2. abacus そろばん n 5933 3. abalone アワビ n 7817 4. abase 卑しめる cf 5. abash 困らせる bch 6. abduction 拉致、誘拐 bh 7. aberrant 異常な a 7640, c 8. abeyance 中止、保留 c 9. abhorrence 嫌悪 b 10. ably 巧みに、うまく ad 7176 11. abnegate 放棄する c 12. abode 住まい e 13. abominate 嫌う、見下す c 14. abomination 醜態、憎悪 n 7175, bh 15. about-face 回れ右 b 16. abrade すり減らす c 17. abrasively 研磨剤 e 18. abridge 要約する bh 19. abruptly 突然 d(4584), g 20. abscond 姿をくらます c 21. absenteeism 常習的欠勤 g 22. absolve 免除する、言い渡す b 23. abstemious つつましい cfh 24. abstention 棄権、節制 n 7967, h 25. abstruse 難解 cfh 26. abut 隣接する c 27. abysmal ひどい、奈落 c 28. acclimate 順応 cf 29. acclimatization 順応 b 30. accost に近づいて声をかける ce 31. accountancy 会計学、会計 n 4482, d(5926) 32. accreditation 認定 e 33. acerbity 苦味 c 34. acidic 酸性の a 5804 35. acidulous 弱酸性の f 36. acknowledged 認めた a 2190 37. acknowledgement 承認 d(5959) 38. acme 絶頂、アクメ c 39. acne にきび n 4337 40. acquiesce 黙認 v 7672, bcfh 41. acrimonious 辛辣な ef 42. acrimony とげとげしさ bch 43. acrophobia 高所恐怖症 bh 44. activation 活性化、起動 d(6776) 45. activism 行動主義 n 3906 46. actuate 作動させる f 47. acuity 鋭敏さ、鋭利 c 48. ad 広告 d(2763) 49. adamantly 断固として eg 50. adaptive 適応 a 2790 51. added 追加されたd(4217) 52. additionally さらにd(6704) 53. adenoids e 54. adequately 十分にd(4591) 55. adjournment 休会bgh 56. ado 騒ぎh 57. adoptive 養子関係のa 5033 58. adroit 巧みなefh 59. adulate 好くc 60. adulation お世辞bfh 61. adulterate 不義のc 62. adulteration 混入b 63. adversely 不利にg 64. advert 広告v 3537 65. aerodynamics 空気力学e 66. aesthetically 審美的に a 7145 67. affability 愛想の良さe 68. affecting 影響a 1754 69. affective 感情の a 6080 70. affliction 苦悩n 6330, bh 71. affordable 手頃な価格のd(7591) 72. aforementioned 前述のa 4916, e 73. aftereffect 後遺症h 74. agape 口を開けてf 75. agate 瑪瑙n 6471 76. agglomeration 凝集f 77. aggrandize 殖やすc 78. aggrandizement 誇張bh 79. aggravation 悪化n 6169, b 80. aghast びっくりしてc 81. agility n 4838, bfh 82. agreed 同意してd(4971) 83. AIDS エイズbe 84. airfield 飛行場d(5874) 85. airing 放送n 6237 86. airy 風通しの良いa 5551 87. alacrity 乗り気bch 88. albeit とはいえd(4190) 89. alchemy 錬金術n 4989, f 90. algorithm アルゴリズムd(5833) 91. alimony 扶養手当 n 6973, c 92. alist 船が傾いてad 7797 93. allied 連合国のd(5019) 94. alltime a 7724 95. alluvial 沖積 a 7631 96. almanac h 97. alright 大丈夫d(3039) 98. altercate c 99. altruistic 利他cefh 100. alzheimer s disease アルツハイマー病b 101. amalgamation 合併b 102. amatory 恋愛のc 103. amazingly 驚くほどにd(7697) 104. ambiance 雰囲気e 105. ambidextrous 両手利きのc 106. ambience 雰囲気n 5394, c 107. ambient 周囲のa 2554 108. ambit 範囲n 7937 109. ambivalence アンビバレンスh 110. ambulatory 歩行のc 111. ameliorate 改善するef 112. amelioration 改善bh 113. amenable 従順なc 114. amicable 友好的なa 7860, h 115. amino アミノd(6549) 116. amino acid アミノ酸b 117. amnesia 健忘症n 6138, cfh 118. amok 逆上してad 7017 119. amoral 道徳心がないc 120. amorous 好色なa 7958, c 121. amorphous アモルファスa 6470, cef 122. amp アンプd(5603) 123. amphibious 水陸両用a 6987 124. amplifier アンプd(7208) 125. amputation 切断n 7378, bh 126. anabolic a 5277 127. anachronism 時代錯誤bcf 128. anal アナルd(6923) 129. analgesic 鎮痛剤c 130. anathema 破門n 7613, c 131. anemic 貧血のbe 132. angrily 怒ってd(2793) 133. angst 不安n 3500 134. animus c 135. annals 年代記c 136. annihilation 消滅n 5838, bh 137. annotation 注釈n 3753 138. annually 毎年ad 1476, d(4699) 139. anomalous 特異なa 5925 140. anonymity 匿名n 4880, ce 141. antagonistic 対立するf 142. antediluvian 時代遅れのc 143. anthology アンソロジーb 144. anthropoid 類人猿c 145. anthropological 人類学的なd(7673) 146. anthropophagous c 147. anticlimax 竜頭蛇尾b 148. antifreeze 不凍液b 149. antioxidant 抗酸化物質b 150. antisepsis 消毒c 151. anxiously 心配そうにd(6084) 152. apartheid b, d(7737) 153. apathetic be 154. aphorism bc 155. aplomb c 156. apogee f 157. apoplexy b 158. appall be 159. appellate a 4636 160. appellation n 7465, b 161. append v 3708 162. appendage e 163. appointed d(4151) 164. appraisal n 2602, b, d(4881), g 165. apprise bc 166. approbation b 167. appropriately d(5280) 168. approved d(5352) 169. approximation n 3057, b 170. aptly e 171. aquaculture e 172. aquiline f 173. arbiter n 6822, fg 174. arbitrarily g 175. arbitrariness b 176. arbitrate f 177. arbitrator d(7548) 178. arboretum n 6246 179. archaeological d(5594), e 180. Archaeopteryx e 181. archetypal a 7696 182. archetype cf 183. ardor b 184. arguably a 4700, d(6388) 185. armada c 186. arrear f 187. arse n 5681 188. artifact cef 189. artistry g 190. artless b 191. artsy a 7835 192. artwork d(7895) 193. arty a 7086 194. ascension n 4026 195. ascetic bcf 196. ascribed a 6579 197. aseptic f 198. askew f 199. asperity bc 200. asperse c 201. aspersion b 202. assailant n 7760 203. assemblage n 6005 204. assent v 6100, f 205. asshole d(7389) 206. assiduity b 207. assiduous bcfg 208. assiduously g 209. associated a 413, d(4019) 210. assort b 211. assuage bcef 212. asterisk c 213. asthmatic e 214. astral f 215. astrology bf 216. asymmetric f 217. atheistic c 218. atonement b 219. atrocious a 7630, c 220. atrophy cf 221. attached a 469 222. attacker d(5307) 223. attribution n 4605 224. atypical a 6148, cf 225. auditory b 226. augmentation b 227. augur b 228. augury f 229. august bc 230. aural a 6394 231. aurora f 232. auspice b 233. auspices g 234. authenticate v 5130, cg 235. authentication n 2160 236. authorization n 1819 237. autocracy b 238. autocrat cf 239. automation d(7775) 240. autopsy n 5890 241. availability n 834, d(3746) 242. aver f 243. aves n 7257 244. avian a 6512 245. aviator n 7177 246. avocation c 247. avow c 248. avuncular bc 249. awaken d(7659) 250. awash a 7629 251. awkwardly d(7657) 252. awry bc 253. axiom n 5809, bcf 254. axle c 255. azure cf 256. backbencher h 257. backlog eg 258. backtrack v 7783 259. bacterium e 260. bailout f 261. baleful c 262. ballistic a 5088 263. ballroom n 3812 264. baloney b 265. banal a 7357, bcfh 266. band-aid e 267. bane c 268. banger n 6893 269. barbaric a 7224 270. barman d(7494) 271. barring g 272. basalt e 273. battered a 4885, d(6432) 274. bauble c 275. bawdy bh 276. beautify c 277. beck n 2567 278. bedlam bh 279. bedraggled f 280. beech d(7155) 281. beefy a 7197 282. beeper b 283. befuddle c 284. behest n 7669 285. behoove beh 286. belated c 287. beleaguer bh 288. belittle cefgh 289. bellicose bfh 290. bellicosity bh 291. belligerence bh 292. benediction bh 293. beneficence b 294. berate ce 295. bereave bceh 296. berserk a 7054, bc 297. besmirch c 298. bestial c 299. bestiality n 4915 300. betroth b 301. betrothal b 302. bevy n 7944, ch 303. bewail c 304. bewildered a 6415, d(7124) 305. biblical d(5882), e(B-) 306. bicker cf 307. bidding bg 308. biennial c 309. biggie n 6862 310. binge n 6700, b 311. biochemical d(7563) 312. biodiversity n 3583 313. biosphere f 314. birdie n 6058, d(7691) 315. bisect b 316. blackness d(7583) 317. blah d(7581) 318. blandish c 319. blandishment bfh 320. blare e 321. blarney c 322. blaspheme c 323. blatantly ad 6921 324. blazing d(7952), g 325. blissful a 7113 326. blissfully a 7906 327. blitz h 328. bloat bc 329. blob n 5650 330. blockade d(7596), e 331. blockbuster h 332. blonde d(5204) 333. bloodshed n 6688 334. bloodstream e 335. blotch e 336. bludgeon c 337. blue chip f 338. blurb n 6245 339. blurry g 340. bluster b 341. bob b, d(5649) 342. boldface g 343. boldly d(7757) 344. boll n 7601 345. bombast c 346. bombastic f 347. bombing d(4816) 348. bonnet d(7235) 349. bonnie b 350. boogie v 4138 351. boorish b 352. bourgeoisie d(6657) 353. bourse n 7402 354. bracken n 7036 355. brackish c 356. braggadocio b 357. braggart c 358. braided a 5768 359. brainstorming f 360. brand-new b 361. brawn n 7936, c 362. brawny b 363. breadbasket e 364. breezy a 6437 365. brier n 7712 366. brig n 6287 367. brilliantly d(6857) 368. broach b 369. bronchodilator e 370. brooding a 6909 371. brothel n 7136 372. bucked a 7660 373. bucolic b 374. buffoonery c 375. bulwark bc 376. bumptious b 377. bungle bce 378. bunker d(7487) 379. bunny d(7613) 380. buoyancy n 7035 381. burg n 5040 382. burlesque c 383. buster n 3748 384. busting b 385. buzzword bf 386. bygone a 6821 387. byproduct n 7464 388. bystander be 389. byword b 390. cabal cfh 391. cacography c 392. cacophony bch 393. cadaver n 7859 394. cadre n 4397 395. cajole bh 396. calligraphy n 5660, f 397. callow ce 398. caloric e 399. calumniate bh 400. calumny bcfh 401. camaraderie n 7073, c 402. camellia n 7628 403. cameo n 5235 404. candor bceh 405. canister n 6192 406. cannabis n 5322 407. canned a 3888 408. cannery n 7933 409. cantankerous bch 410. capacious c 411. capsize fh 412. captious bc 413. captivation bh 414. carat f 415. carcinogenic a 7315 416. careen e 417. caricature e 418. carnage n 5849, c 419. carnal a 6278 420. carnivorous a 7639, ef 421. carousal b 422. carpentry n 5674 423. carpool g 424. cartographer c 425. castigate c 426. catalogue d(3345) 427. catalysis c 428. catalytic a 5087 429. catechism b 430. categorically g 431. catfish n 5338 432. catharsis c 433. catnap e 434. causation n 6945 435. causative a 7749 436. cautiously a 5479, d(6007) 437. cavalcade c 438. cease-fire (ceasefire) b, d(5734)(ceasefire) 439. cede v 7638 440. celebrated a 2737 441. celerity c 442. celibacy n 7955 443. celibate bch 444. cellular phone b 445. censorious f 446. centenary a 5317 447. centrally d(6418) 448. centrist h 449. centurion n 6732 450. cerebellum h 451. cerebrum ch 452. certification n 1190 453. certitude b 454. CFC e 455. chafe bh 456. chagrin n 6861, bch 457. chalice n 7463 458. chameleon f 459. changing d(3776) 460. characteristically d(7518) 461. charade n 6260 462. charisma cf 463. chartered a 3618, e 464. chary c 465. chassis f 466. chauvinist ef 467. checkered bf 468. cheerfully d(6559) 469. chicanery bh 470. chieftain n 7401 471. chimerical c 472. china d(3708) 473. chit n 5735 474. chloride n 3944, e 475. cholera d(7759) 476. choleric bch 477. choosy e 478. choppy a 7447 479. choreograph f 480. choreography n 6257 481. chronological a 2468 482. chronologically a 6448 483. chrysanthemum n 7686 484. chulzpah e 485. chunky a 4733 486. churlish c 487. cinch e 488. cinder n 7637 489. cipher n 6286, c 490. circulating a 4845 491. circulatory a 6298 492. circumlocution bfh 493. cirrhosis n 7196 494. cirrus n 6011 495. citrus b 496. civilized d(7844) 497. clairvoyance fh 498. clarification n 2968, d(7183) 499. cleaver n 7314 500. cleft c 501. clemency beh 502. climber d(5340) 503. clime c 504. clique bc 505. cloister c 506. clove n 6092 507. cm d(3656) 508. coagulate fh 509. cobbled a 7830 510. cocky a 7174 511. cocoon n 5135 512. codicil c 513. cog f 514. cogent bch 515. cogitate c 516. cognizance b 517. cognizant bch 518. cohabitation b 519. cohesive e 520. coincident a 7281 521. coincidental a 6757, f 522. coldly d(6705) 523. collaborative a 1811, d(7191) 524. collaborator e 525. collapsible a 7462, g 526. collate v 7483, g 527. collectively d(6805) 528. colossus c 529. combustible fh 530. comely bc 531. coming d(3997) 532. comity bh 533. commensurate a 5948, befgh 534. commercially d(6363) 535. commiserate c 536. commissary n 7782 537. commodious c 538. commons d(4152) 539. commotion n 6685, bce 540. communicable a 6214 541. comparability a 7256, g 542. compatriot bh 543. compendious c 544. compendium n 5101, bch 545. competency n 3853, e 546. competitiveness d(6832) 547. compo n 6041 548. compounded a 5672 549. compunction bh 550. concentric f 551. conch n 7748 552. conciliation n 6801, bf 553. concisely e 554. concluding a 4064 555. concoction n 7966 556. concourse n 7024, b 557. concurrence b 558. concurrent a 2890, c, d(7750) 559. concurrently g 560. concussion n 7195 561. condescension b 562. condo b 563. condole c 564. conducive a 4726, beg 565. conductive f 566. conduit n 3483, f 567. conferment bh 568. confidant n 7711 569. confidently d(6783) 570. configure v 1189 571. confiscation bgh 572. confluent c 573. confrontational n 7303 574. Confucianism b 575. congeal c 576. congenital bf 577. congest b 578. congested g 579. congestive a 6359 580. conglomeration bf 581. congratulation d(6458) 582. congressman d(7296) 583. congruence f 584. congruent c 585. congruity be 586. congruous c 587. conical a 6496 588. conifer f 589. conjugate c 590. conjurer (-or) b 591. connivance b 592. connive c 593. conscientiously a 7820 594. consciously ad 4844, d(6341) 595. conscription b 596. consecration b 597. consequential a 3326, c 598. conservatism d(7154) 599. consistently a 1669, d(3877) 600. consonance f 601. consort n 5767, e 602. constabulary e 603. constancy n 7302, e 604. constrained a 3188 605. constriction b 606. consular g 607. consultancy d(5463) 608. consultative d(6086) 609. contaminated a 2925 610. contextual d(7490) 611. contiguous a 4056, b 612. continued d(3792) 613. continuing d(4744) 614. contort c 615. contortion b 616. contra n 1970 617. contraband f 618. contractual a 2913, d(5516) 619. contravention n 6699 620. contrite cef 621. contrivance b 622. controlled d(4792) 623. controvert f 624. contuse c 625. conveniently d(6417) 626. conventionally a 6960 627. conversant e 628. convivial bc 629. convoke b 630. convolute c 631. convulse e 632. coolly d(7577) 633. coordinator d(7093) 634. coquette c 635. cordially g 636. corp. d(3241) 637. corpulence b 638. corpulent c 639. corral n 5510 640. correlate v 4860, c 641. correspondingly d(7848), g 642. corrosion n 3487 643. corrugated f 644. costing n 3353 645. counterbid e 646. countermand c 647. countermeasure ef 648. counterpoint n 6630 649. countersign g 650. countersignature g 651. countess n 5947, d(7725) 652. coupling n 2759 653. courtly b 654. covetous e 655. crabbed c 656. cranium n 7659 657. cranky a 6163 658. crashing a 3880 659. crass a 7355, bc 660. craving n 5756 661. credence n 6722 662. credential b, d(7678), e 663. credo n 5100, f 664. credulity b 665. credulous e 666. crescendo f 667. critically d(6541) 668. critter n 6511 669. crock n 6319 670. crone n 7759 671. cropped a 5620 672. crotch n 4327 673. crucible n 6447 674. crucifix n 7331 675. crud n 7796 676. crunchy a 6533 677. crusty a 6833 678. cubicle n 6800, f 679. cuddly a 6698 680. culminating g 681. culpable a 7461, bcf 682. culturally a 4390, d(7852) 683. cultured a 4809 684. cupidity bcf 685. curmudgeon c 686. currant n 7838 687. cursive c 688. curtailment b 689. curtly e 690. custodial a 5517 691. cyberporn e 692. cyclical a 5903 693. cyst n 6879 694. dais n 7905, f 695. dale n 1492, d(5816) 696. damaging d(5430) 697. dampen v 7261 698. dampness g 699. damsel n 7819 700. dangerously d(6577) 701. dank a 5775 702. darkroom f 703. dawdle bceh 704. dazzling a 5122, b, d(7918) 705. de facto b 706. deaden h 707. deadlock cgh 708. deadpan c 709. debauch c 710. debauchery bh 711. debilitation b 712. debrief e 713. debunk e 714. decadent a 6482, c 715. decapitate c 716. decelerate f 717. deceleration n 7446 718. deceptively a 6908 719. deciduous a 6427 720. decipherment b 721. decode e 722. decompose bch 723. decomposition fh 724. decorous beh 725. decrepitude bh 726. decry v 7994, bcfh 727. decrypt v 6607 728. deductible g 729. defame ch 730. deferential e 731. deferment bh 732. defile c 733. defilement bh 734. defraud v 7497 735. defray v 6799 736. defrayment b 737. defuse be 738. dehydrate bh 739. dehydration n 5946, e 740. deify bch 741. deign b 742. deject bh 743. dejection h 744. delectable a 7194, c 745. deleterious a 7173, c 746. deletion b 747. deliberation n 6368, bg 748. delightfully ad 5446 749. delineate v 6545, cf 750. delusion n 6439, e 751. delusive bh 752. demagog(ue) c 753. demean c 754. demographics g 755. demote beh 756. denigrate c 757. denizen c 758. denominator n 4927 759. denotation c 760. denouement c 761. densely ad 5993 762. departmental d(5441) 763. dependable a 3677 764. depending d(4229) 765. depiction n 4599 766. deployment n 1839, d(6618) 767. deportment bh 768. deprave c 769. depravity bfh 770. deprecate bc 771. depreciate cfgh 772. depreciation beg 773. deputation b 774. derail b 775. deranged a 6944 776. derangement bh 777. deregulate b 778. deregulation n 5091, d(7392) 779. dermal a 7245 780. dermatitis n 5992, h 781. dermatology e 782. derogate c 783. descant c 784. desecrate c 785. desecration b 786. deservedly a 7758 787. desiccate c 788. desiccation bh 789. desired d(4944) 790. desist v 6745 791. desolation b 792. despicable a 7318, e 793. despond c 794. despondency b 795. despot bcf 796. destine b, d(5707) 797. desultory bch 798. detectable a 5224 799. determinant e 800. detestation b 801. detonate e 802. detonation n 6755, b 803. detox n 6426 804. detritus n 7812 805. deuce c 806. devastation n 5465, b 807. deviation n 2581, b, d(5625), e 808. dexterous efh 809. diabolical c 810. diagnostic a 1586, d(6036) 811. dialysis n 5184 812. diaphanous c 813. diatribe ce 814. didactic a 6720, bc 815. differentiation d(5252) 816. diffidence b 817. diffusion n 2281, b 818. digger n 5511 819. dignified d(7592) 820. dignitary g 821. digress v 7193 822. digression bf 823. dilapidate c 824. dilapidation b 825. dilation b 826. dilatory b 827. dilettante c 828. diligently ad 5183 829. diminished a 4057 830. diminution n 6788, bc 831. dimmer n 6206 832. dint f 833. diocese d(6449) 834. directional a 3285 835. dirge c 836. disarming e 837. disarray n 7337, bc 838. disavow c 839. disburse c 840. disbursement n 5619 841. disc d(3520), f 842. disclaim cg 843. disclaimer n 910, g 844. disconcert bc 845. disconnected a 3979 846. disconsolate c 847. discordant bf 848. discrepant c 849. discriminatory a 4374 850. discursive a 7856, c 851. discus n 5011 852. disembark g 853. disembarkation g 854. disengage v 7787 855. disgruntle c 856. disinclination f 857. disincline c 858. dislocation n 7034 859. dismissive a 7945 860. disparaging e 861. dispassionate cf 862. dispatcher g 863. dispensable e 864. dispenser n 5445 865. dispersal n 6598 866. dispersion b 867. dispirit c 868. disprove v 7612 869. disputatious f 870. dissemination c, d(7987), e 871. disservice n 7694 872. dissipated a 7222, e 873. dissuade v 7514, e 874. dissuasion b 875. distasteful a 7513 876. distend cef 877. distillation n 6667 878. distillery n 7611 879. distrait c 880. distributed d(5428) 881. dither b 882. ditto e 883. diversification n 4529 884. diverting a 6852 885. divest v 7867, ce 886. divisive a 7431 887. doable g 888. dodgy a 7184 889. doggedly ad 7834 890. dole d(6819), e 891. doleful b 892. dominatrix n 6649 893. domineer c 894. doomed a 4834 895. dork n 7053 896. dorsal a 6137, f 897. dosage e 898. dote e 899. double-edged b 900. double-faced b 901. doubly d(7845) 902. doughty a 7627 903. downside e 904. downsize b 905. downtrend e 906. drafty e 907. drainage n 2725, d(5731) 908. dramatically a 2300, d(3961) 909. drastically d(7436), g 910. dreg(s) b 911. dross c 912. duodenal d(6294) 913. dupe be 914. duplex a 3247, g 915. duplication n 2840, d(7978), g 916. duplicity bcf 917. durability n 3451 918. duress n 7528, b 919. dutifully a 7747 920. dysfunction n 3744 921. e.g. d(3139) 922. earl d(3635) 923. earmark beg 924. earthenware b 925. earthy fh 926. ebullient c 927. echelon e 928. ecumenical a 6225 929. eczema n 6392 930. ed. d(5240) 931. edgy a 6972, g 932. edict n 6079 933. edification n 7980 934. effectiveness d(3696) 935. effectual c 936. effeminate c 937. efficiently d(4689) 938. effigy beh 939. effrontery bh 940. effusive e 941. egoism f 942. egregious a 7508, c 943. egress c 944. eh d(3253) 945. elaborately ad 7932 946. elapse bh 947. elate bch 948. elated e 949. eldest d(4851) 950. elected d(3844) 951. elector d(7106) 952. electrocute b 953. electrode n 5204 954. electrolyte n 6847 955. electromagnetic a 3379 956. electronic mail b 957. elegy c 958. elevation d(6780) 959. elide h 960. elitism b 961. elixir e 962. elliptical f 963. elongate e 964. elucidation bh 965. emaciated bf 966. emancipation n 6493, d(7197) 967. embarkation g 968. ember n 6190, c 969. embezzlement n 7723, e 970. embitter c 971. emcee c 972. emend c 973. emerald d(7099) 974. emergent b 975. emerging a 1431 976. eminently a 7280 977. emir n 6098 978. emolument c 979. empathize v 7883 980. emphysema n 7172 981. enamor b 982. encephalitis n 7408 983. encomium c 984. encroachment ef 985. encryption g 986. encumber beh 987. encyclopedic a 7853 988. endlessly d(7635) 989. energize f 990. enervate bfh 991. engraving n 4897 992. engross bef 993. enhanced d(5343) 994. enhancement d(6604) 995. enlightened d(7448) 996. enmesh e 997. ennui bfh 998. enormity n 7826 999. enquiry n 2427 1000. ensconce bch 1001. ensign n 5732 1002. ensuing d(7335), g 1003. entanglement n 7960 1004. entente c 1005. enthrall e 1006. enthusiastically a 5984, d(7257) 1007. enticing b 1008. entirety n 3809 1009. entomology n 5881, f 1010. entrant n 5904, d(6517) 1011. entrapment e 1012. entrepreneur c 1013. entrepreneurial a 4160, d(7586) 1014. enumerate v 7006, fh 1015. environ v 3132 1016. environmentally d(6488) 1017. ephemera n 7052 1018. epidemiologist e 1019. epidermis n 7825 1020. epigram e 1021. epilogue bf 1022. epiphany n 6648 1023. epithet c 1024. equate v 5934 1025. equilibrate c 1026. equine f 1027. equitable a 3637, b, d(6616), fh 1028. equitably e 1029. equivocal bh 1030. equivocate c 1031. errant a 6907, b 1032. erudite bf 1033. erudition e 1034. esophageal d(5488) 1035. especial a 5182 1036. established a 120, d(3563) 1037. estrange bc 1038. estrogen e 1039. estuary n 6189 1040. etc. d(1594) 1041. etcetra d(6968) 1042. ethanol d(7549) 1043. ethnicity n 3284 1044. etymology n 6846, cf 1045. eulogize b 1046. eulogy n 7610, e 1047. euphonious f 1048. euro d(7320) 1049. evanescent bc 1050. evaporation e 1051. exaggerated a 5365 1052. exalted a 5945 1053. exam d(2459) 1054. excavation d(5656) 1055. excessively d(7599) 1056. excrete f 1057. excruciating b 1058. exculpate ce 1059. executioner n 7469 1060. exhume b 1061. exigent c 1062. exiguous c 1063. exonerate ef 1064. exorcist n 7546 1065. expansive a 5583 1066. expatiate c 1067. expected d(3310) 1068. expediency e 1069. expeditiously a 7390 1070. experimentation d(7808) 1071. expiate c 1072. expiration n 2021 1073. expiry n 4632 1074. explicitly d(4325) 1075. exploratory a 5471 1076. exponential a 3765, e 1077. expostulate b 1078. expurgate c 1079. extant a 6256, bc 1080. extensively a 2506, d(5270) 1081. extenuating e 1082. exterminate v 7956 1083. extermination n 6865 1084. extort e 1085. extortion n 6971 1086. extracurricular a 5723 1087. extraneous a 6126, bef 1088. extraordinarily ad 5234, d(6731) 1089. extrapolate e 1090. extraterrestrial b 1091. extravaganza n 5403 1092. extremism n 7267 1093. extrude f 1094. exuberance n 7171, f 1095. failed a 42 1096. fallacious h 1097. fallible bef 1098. fallow c 1099. falsification n 7416 1100. famed a 5259 1101. fanatical bh 1102. fanaticism c 1103. fancier n 7904 1104. far-fetched e 1105. fascia n 6357 1106. fascinated a 4389 1107. fascist d(5244) 1108. fatalism fh 1109. fatally ad 6819 1110. fatten h 1111. fatuous bh 1112. faucet n 5464 1113. faux a 3747 1114. faux pas b 1115. favorably ad 5321 1116. favoritism n 7893 1117. feature-oriented e 1118. feckless c 1119. fecund c 1120. feint f 1121. feisty a 7244 1122. felicitate bh 1123. felicitous bh 1124. felicity e 1125. felony n 4009, bch 1126. fence-mending g 1127. fennel n 6115 1128. feral a 6110, b 1129. fermentation n 5696 1130. fervently e 1131. fetal a 4137, d(7861) 1132. fete cf 1133. fetid c 1134. fetter bc 1135. fettle c 1136. fewer d(3313) 1137. fibrous a 6772 1138. fictitious a 5314, bf 1139. fiercely ad 5649, d(5308) 1140. figment beh 1141. filament e 1142. filch eh 1143. filibuster b 1144. filly n 6958 1145. finale c, d(7917) 1146. finalize n 3869 1147. fine-tune g 1148. firebrand c 1149. firmament n 7858 1150. firmly ad 2443, d(1968) 1151. fishtail e 1152. fiver d(6807) 1153. fixation n 4831 1154. flaccid bh 1155. flagging n 7033 1156. flagrantly e 1157. flaky a 7545 1158. flamboyance bh 1159. flammable gh 1160. flashy g 1161. flatly ad 7112, d(7669) 1162. fleck c 1163. flipper n 7016 1164. flipping a 4627 1165. floe c 1166. floral a 2182 1167. flout e 1168. fluctuation b, d(5217), g 1169. flunk h 1170. fluorescence f 1171. fluster e 1172. foment bc 1173. fondly ad 6342 1174. fondness n 6787 1175. foodstuff e 1176. forbear b 1177. forbearance n 7544 1178. forcibly ad 5670, d(7719) 1179. ford d(5230) 1180. forebode b 1181. foreboding n 7648, e 1182. foregoing a 3083 1183. forerunner n 6430, e 1184. foreword n 3934 1185. forfeiture b 1186. forging n 5086 1187. formally ad 2299, d(3574) 1188. formative a 4803 1189. formulaic a 7880 1190. forthwith ad 6136 1191. fortuitous a 7831, bc 1192. fortune-teller e 1193. forwards d(4187) 1194. fracas bc 1195. fractional a 4159 1196. fractious b 1197. fragmented a 4683 1198. frailty n 7626 1199. franc d(5900) 1200. frantically d(7414) 1201. frazzle e 1202. freaky a 5233 1203. freelancer g 1204. freighter n 6845 1205. frenetic a 7722, cf 1206. frenzied f 1207. fresco f 1208. fridge d(4952) 1209. frisk e 1210. frisky a 7977 1211. fritter c 1212. frivolity f 1213. frugally e 1214. fruition n 6986, c 1215. fulfil v 4572 1216. fulsome b 1217. fumigate f 1218. fundamentalist d(7384) 1219. fundamentally ad 4156, d(5365) 1220. fundraiser g 1221. furiously d(6442) 1222. furnishings d(7463) 1223. furtively f 1224. fuzz n 6696 1225. gable n 5651, d(6358) 1226. gaining n 2631 1227. gainsay bfh 1228. gait n 6532, bh 1229. gallows n 7279 1230. galore ad 4152 1231. gamely c 1232. gamut n 6744, c 1233. garble cfh 1234. gargantuan cf 1235. garret c 1236. garrulous bceh 1237. gastrointestinal d(7051) 1238. gastronomy f 1239. gauche befh 1240. gaudy n 7954, e 1241. gawk n 7584 1242. gel d(5764) 1243. generalized a 3430 1244. genetically d(7942) 1245. geneticist e 1246. genocide bc 1247. gens n 7430 1248. gent n 4790 1249. gentility f 1250. geographic a 1661 1251. geologist n 6614 1252. geometrical a 6162 1253. geothermal e 1254. geriatric a 5644 1255. germane bh 1256. gerontologist e 1257. gerontology h 1258. gestation n 6832 1259. gesticulate bch 1260. getaway n 3846 1261. geyser ef 1262. gibber c 1263. gibe c 1264. gimmick n 7015, h 1265. ginkgo n 6818 1266. gist n 6325, cefh 1267. glade n 5202 1268. gladly ad 3828 1269. glaring a 5774 1270. glazed a 4688 1271. gleaming d(7921) 1272. gleefully a 7794 1273. glitch n 6040, e 1274. glittering d(7451) 1275. glitz n 7721 1276. glob n 6771 1277. glorify v 6629 1278. glower c 1279. gnarl c 1280. goddamn d(3938) 1281. godliness a 7684 1282. gonzo a 5794 1283. goof n 7453 1284. goofy a 5166, b 1285. gore c 1286. gosh d(7692) 1287. Gothic d(4592) 1288. gourd n 7574 1289. gout n 6719 1290. governance n 2149 1291. grail n 5902 1292. grainy a 7573 1293. grandiloquent bc 1294. granny n 2125, d(6965) 1295. granulated f 1296. graphical d(6405) 1297. graphics d(3608) 1298. grassy a 5880 1299. gratefully d(7696) 1300. gratifying e 1301. gratis c 1302. gravely d(7976) 1303. gravitate b 1304. gravitational d(6533) 1305. grazing n 4474 1306. greenery n 6970 1307. grievous a 7101 1308. grimly d(6605) 1309. gripe v 6710 1310. grisly a 7400 1311. grist n 7445 1312. gritty a 5304 1313. grizzly a 5669 1314. grooming n 4336 1315. groovy a 5017 1316. grossly d(7625) 1317. grotto n 7170 1318. grouchy b 1319. ground-up e 1320. growing d(3074) 1321. gruff a 7854, c 1322. grumpy a 6844 1323. grunge n 6324 1324. gubernatorial g 1325. guffaw c 1326. guile n 6276, f 1327. guinea d(6495) 1328. gustatory c 1329. guzzle be 1330. gymnast n 7590 1331. hacking e 1332. haggle beh 1333. halcyon bf 1334. hallow bch 1335. hallucinate bh 1336. hamlet d(6150) 1337. handsomely ad 7365 1338. handtruck g 1339. hanker bh 1340. haphazardly g 1341. harbinger bch 1342. hard-core b 1343. harmonic a 4443 1344. harmonics n 6341 1345. haughtiness fh 1346. hazel n 3513 1347. header d(6196) 1348. headway e 1349. heartfelt a 5223 1350. heathen bh 1351. heft n 7100 1352. heinous a 6786, e 1353. helix n 4275 1354. helluva a 7931 1355. helper d(6319) 1356. helplessly d(7311) 1357. hemline e 1358. hemp n 5232 1359. henceforth ad 5924, d(7951) 1360. herbicide n 6002 1361. herbivorous c 1362. heretofore ad 6318 1363. heterogeneous bcfh 1364. heteronym c 1365. hew f 1366. hibernate f 1367. high-handed b 1368. hilarity c 1369. hindmost f 1370. hireling f 1371. hirsute a 6606 1372. historically ad 2487, d(5685) 1373. histrionic c 1374. hither ad 6709 1375. hives n 6161 1376. hmm d(6386) 1377. ho d(7473) 1378. hoary c 1379. hobo n 7192 1380. hoi polloi b 1381. hokey a 7757 1382. holistic a 3082, b 1383. holographic e 1384. homelessness d(7914) 1385. homicidal b 1386. homily c 1387. hoodlum b 1388. hooker n 4493 1389. hopelessly d(7345) 1390. horribly d(7881) 1391. horrific a 5822, d(7250) 1392. horticulture cf 1393. hospitalization n 5755 1394. hotbed e 1395. hotspot e 1396. hubbub f 1397. hubris c 1398. huckster b 1399. huff v 5731 1400. hugely d(7753) 1401. humidifier v 7527 1402. humongous a 7987 1403. hunk n 5265 1404. hurriedly d(7178) 1405. husbandry n 6576, cf 1406. hushed a 7330 1407. hustler n 4587 1408. hutch n 6391 1409. hydraulic a 2951 1410. hydrocarbon n 5961 1411. hydrophobia bf 1412. hygienic a 7208 1413. hyperopia c 1414. hypnotic b 1415. hypochondriac c 1416. hypothetical a 3523, d(7041) 1417. i.e. d(3215) 1418. ibis f 1419. icicle f 1420. icing n 5797 1421. icky a 7974 1422. iconoclast b 1423. identifier d(6148) 1424. idiocy n 7953 1425. idiosyncrasy bch 1426. idolatry c 1427. ignominious c 1428. illegally d(6912) 1429. illegible bgh 1430. illusory a 7647 1431. immediacy n 7543 1432. immersion n 4522, e 1433. immobility f 1434. immunodeficiency n 6356 1435. immutable a 7255, cfh 1436. impartial a 5102, bef 1437. impartiality n 7341, b 1438. impassively e 1439. impatiently d(6561) 1440. impeccably e 1441. impeding d(7306) 1442. impenetrable a 7380 1443. imperceptibly e 1444. impermeable cf 1445. imperturbable fh 1446. implausible a 7846, cfh 1447. implausibly e 1448. implementation n 474, d(3439) 1449. implicated a 5754 1450. implicitly d(6811) 1451. impost c 1452. imposture c 1453. impoverish bch 1454. impregnable bh 1455. impresario b 1456. impropriety b 1457. improved d(3770) 1458. improvisation n 5717 1459. impudence h 1460. impugn c 1461. impute bh 1462. in-depth e 1463. inane a 7746, bcefh 1464. inanimate ef 1465. inarticulate fh 1466. inbound a 5214 1467. inbred a 7526 1468. incarcerate ce 1469. incarceration b 1470. incarnate a 7254, c 1471. inceptive c 1472. inchoate c 1473. incineration n 7061 1474. incipient a 7895, ce 1475. incision n 6798, e 1476. incisive a 7658, bch 1477. inclement bgh 1478. incognito bh 1479. incontrovertible ch 1480. incorporation d(6903) 1481. increased d(3148) 1482. increasing d(3503) 1483. incredibly d(5651) 1484. increment n 4161, befh 1485. incremental a 3507 1486. incubate e 1487. incubation n 5695 1488. inculcate bh 1489. inculpable b 1490. indebted f 1491. indefatigable c 1492. indentation n 6445 1493. indicative d(6991) 1494. indigent a 7125, bceh 1495. indirectly d(4904) 1496. indiscriminate a 7410 1497. indisputable f 1498. indissoluble cfh 1499. indoctrinate beh 1500. indolence b 1501. indomitable c 1502. ineptly e 1503. inequity f 1504. inextricably ad 7496 1505. infamy n 7745 1506. infantile a 7258, f 1507. infarction n 6367 1508. infatuated e 1509. infernal b 1510. infidelity n 7328 1511. infiltrate fh 1512. infiltration n 5605, beh 1513. infinitesimal a 7917 1514. infinitive d(6030) 1515. infirmary d(7841) 1516. inflated a 5556, f 1517. inflection n 7730 1518. infraction f 1519. infrared rays f 1520. ingenuous be 1521. ingest bh 1522. ingrain b 1523. ingratiate c 1524. inhabited a 5351 1525. inherently d(7390), e 1526. inhospitable e 1527. inimical bcf 1528. inimitable a 7824, bc 1529. iniquitous b 1530. inkling n 7683, cf 1531. innovate v 6581, b 1532. innovative a 573, d(4898), e 1533. inoculate bh 1534. inordinate a 7589, b 1535. inquest d(5329) 1536. inquisition n 6733 1537. insanity n 4304 1538. insemination n 7005 1539. insignia n 5618 1540. insinuation b 1541. insoluble be 1542. inspectorate d(6252) 1543. instinctively d(6433) 1544. insubordinate f 1545. insubstantial e 1546. insularity f 1547. insulator n 6048 1548. insulin d(6267) 1549. insurgence b 1550. insurgency n 7625 1551. insusceptible c 1552. intensely ad 4712, d(6653) 1553. intentionally a 3486 1554. intently d(7371) 1555. interactively g 1556. interagency a 4941 1557. interbreed e 1558. intercede v 7911, e 1559. interdict f 1560. interdiction n 7495 1561. interestingly d(6144) 1562. interject be 1563. interloper c 1564. intermittent a 4609, b, d(7891) 1565. intermittently a 6627 1566. internally d(6507) 1567. internationally d(6095) 1568. internet d(3011) 1569. internment n 7507 1570. interpersonal a 3780 1571. interplay n 4656 1572. interpose b 1573. interrelated a 5938 1574. intersperse b 1575. interstitial a 6942 1576. intimately d(7556) 1577. intimidated a 5694 1578. intimidating g 1579. intimidation b 1580. intoxicate ef 1581. intrinsically e 1582. introvert b 1583. introverted f 1584. intrusive a 5778 1585. intuitively e 1586. invasive e 1587. invective bc 1588. inveigh b 1589. inverse cf 1590. inverted a 4199 1591. inveterate c 1592. invidious c 1593. invigorate ce 1594. inviolable c 1595. invulnerable cf 1596. inwardly ad 6647 1597. iota c 1598. irascible bc 1599. ironically ad 3990, d(4998) 1600. irradiation n 5702 1601. irreconcilable f 1602. irrefutable a 7810 1603. irregularity d(7538) 1604. irremediable f 1605. irreparable a 7111, c 1606. irreparably e 1607. irrepressible cf 1608. irresolute cf 1609. irrespective d(5459) 1610. irreverence f 1611. irreverent a 7032 1612. irreversible a 5504 1613. irritability n 6754 1614. irritant a 6906 1615. issuer n 4724 1616. itchy a 6028 1617. iterate c 1618. iteration n 3947 1619. iterative a 4596 1620. jade c 1621. jaded a 6154 1622. jaundice c 1623. jaunt c 1624. jaunty c 1625. jersey d(7417) 1626. jingo c 1627. jitter v 6057 1628. jocular bh 1629. jointly d(4976) 1630. jubilate c 1631. jubilation e 1632. judgement n 2903 1633. jugglery c 1634. juncture n 6504, e 1635. jurisprudence bf 1636. justified d(5566) 1637. juxtapose c 1638. kaiser c 1639. kaleidoscope b 1640. kiddie n 4631 1641. kinda d(7958) 1642. kinky a 2769 1643. kleptomania bc 1644. km d(4221) 1645. knead f 1646. lab d(5037) 1647. lacerate bh 1648. lachrymose c 1649. lackadaisical c 1650. lackluster ce 1651. laconic bfh 1652. ladle e 1653. laggard c 1654. lagging n 6309 1655. lambaste e 1656. lampoon c 1657. lank bh 1658. lanky a 7781 1659. larceny bc 1660. largess(e) c 1661. largesse e 1662. lascivious bch 1663. lashing n 7377 1664. lass d(7122) 1665. lavender d(7864) 1666. lavishly e 1667. lawfully a 5828 1668. layaway g 1669. layperson g 1670. leakage g 1671. leaky a 6308 1672. leapfrog e 1673. leash n 5730 1674. lechery c 1675. leery a 7864 1676. leeway bef 1677. lefty n 6626 1678. legibly g 1679. legroom g 1680. leprosy n 7494 1681. let s d(3019) 1682. letdown bh 1683. lethargy n 7600, c 1684. letup bh 1685. levity b 1686. lexical d(5036) 1687. lexicographer f 1688. lexicography c 1689. liaise v 7560 1690. liberally ad 7072 1691. libertine n 6254 1692. libra c 1693. libretto c 1694. licentious b 1695. lichen f 1696. lief ad 7668 1697. lifespan d(3942) 1698. limbo b 1699. limestone d(5477) 1700. lingering a 5484, g 1701. linkage n 3620, d(7049) 1702. lionize cfh 1703. liposuction n 7233 1704. liquidation n 4940, g 1705. listlessness be 1706. litany e 1707. livid e 1708. loath a 7327, f 1709. loathing n 6878 1710. locksmith n 7421 1711. locution c 1712. lode n 7099, c 1713. loggerhead b 1714. logically d(6666) 1715. logistic a 5524 1716. longwinded c 1717. looming g 1718. lope f 1719. loquacious be 1720. loudly ad 4293, d(2800) 1721. lucre f 1722. lump-sum g 1723. luscious a 5581 1724. luxuriant bf 1725. lymphocyte d(7862) 1726. ma d(5068) 1727. machination c 1728. maelstrom n 7232, c 1729. magnanimous bh 1730. mahogany d(6764) 1731. maim c 1732. mains d(5592) 1733. maize n 5364 1734. maladroit c 1735. malapropism c 1736. malapropos c 1737. malcontent bc 1738. malevolence bh 1739. malinger c 1740. mall d(7973) 1741. malleable a 7852, c 1742. malnourished e 1743. malnutrition n 6205 1744. malodorous c 1745. malpractice n 4565, gh 1746. managing d(5358) 1747. mandarin n 4216 1748. maniacal f 1749. manifold a 4331, fh 1750. manslaughter d(7005) 1751. manufacturing d(3455) 1752. marginally e 1753. mariner n 5523 1754. markedly d(6233) 1755. marsupial c 1756. martyrdom n 7191 1757. mash v 4872 1758. masquerade n 5443 1759. mastectomy n 7930 1760. masterful a 6646 1761. materially ad 4117 1762. math d(2883) 1763. mating n 4732 1764. matutinal c 1765. maudlin bch 1766. maul n 6817 1767. maven n 7169 1768. mayhem n 4607 1769. measurable a 4232 1770. meddlesome c 1771. medicinal a 4359 1772. mediocrity n 7340 1773. meditative a 7190 1774. megalomaniac bh 1775. melee bch 1776. mellifluous c 1777. memoir d(6391) 1778. memorabilia n 2361 1779. mendacious c 1780. mercantile bh 1781. mercurial fh 1782. meritorious a 7084 1783. mesmerize bceh 1784. messiah d(7432) 1785. metabolic a 4095, d(7898), e 1786. metabolize h 1787. metamorphosis n 6625, h 1788. metaphysics n 6068 1789. mete bh 1790. meteorological g 1791. meteorology n 5083, h 1792. meticulously e 1793. mettle n 7963 1794. mezzanine n 6469 1795. microloan e 1796. microorganism e 1797. microprocessor d(7258) 1798. midfield d(5757) 1799. mien bc 1800. migratory a 5772 1801. mime b 1802. mindful a 5960 1803. miniaturization e 1804. minion n 7743 1805. ministerial d(5139) 1806. minstrel n 7014 1807. minuscule c 1808. mire bef 1809. misanthrope c 1810. misbehave h 1811. miscellany n 6684 1812. misconstrue cfh 1813. miscreant c 1814. misdeed c 1815. miserly bf 1816. misnomer n 7837, c 1817. misogamy c 1818. misogyny c 1819. mistletoe n 7492 1820. misunderstood d(7971) 1821. mm d(5483) 1822. mnemonic c 1823. modicum b 1824. modular d(6753) 1825. modus c 1826. molasses n 6957, f 1827. moldy g 1828. mollify be 1829. molt cf 1830. molten a 6142, cf 1831. mom d(805) 1832. momentarily d(6529) 1833. mondo ad 4568 1834. monitoring d(5442) 1835. monograph n 5416 1836. monolith n 7266, c 1837. monolithic a 6390, b 1838. monstrosity f 1839. moonlit d(6810) 1840. mores b 1841. morgue n 6969 1842. moron n 5836 1843. morph n 6285 1844. mote n 6831, c 1845. mottle c 1846. mottled a 7559 1847. mountainous a 5916 1848. mph d(7500) 1849. mucous a 6785 1850. mucous membrane f 1851. mucus e 1852. multilateral a 4447 1853. multilingual f 1854. multiplex b 1855. multiplicity n 5710 1856. multiregional e 1857. munificent bc 1858. murderous a 6498 1859. musk n 6784 1860. mutable bc 1861. mutilation n 6968 1862. myopia c 1863. myopic f 1864. nadir n 6153, bf 1865. naiveté c 1866. nanny n 5355, d(6633) 1867. nanometer e 1868. nascent a 7293, b 1869. nationally d(5383) 1870. nativity n 5587 1871. nauseate fh 1872. nauseous beh 1873. nautical a 4175, fh 1874. navel n 5915, f 1875. navigable a 6956 1876. nebulous a 7973, bceh 1877. necromancy c 1878. nefarious a 7558, bc 1879. negation f 1880. nemesis c 1881. neologism c 1882. neophyte c 1883. nepotism bc 1884. nerd n 5393 1885. nervously d(5955) 1886. nesting n 4604 1887. nether a 6941 1888. neurology n 3617 1889. newlyweds bh 1890. nexus n 4158 1891. nitrous a 6253 1892. nodal a 6877 1893. noisome c 1894. nom de plume b 1895. nomenclature c 1896. nonchalance b 1897. noncommittal c 1898. noncompliance n 6695 1899. nonentity bc 1900. nostalgic a 5545 1901. notary n 5973, e 1902. notation n 2624, d(6750) 1903. noticeably d(7948) 1904. notification n 1067 1905. notoriety n 7399, e 1906. notoriously d(7066) 1907. nous n 3849 1908. nugget b 1909. nuke f 1910. numerical a 2039, d(6051) 1911. numismatics c 1912. nutritional a 2424, d(7497) 1913. nutter n 7766 1914. oacifism b 1915. obelisk f 1916. obesity eh 1917. objectively d(7954) 1918. obligate v 7557 1919. observable a 5240 1920. observing a 2839 1921. obsessed a 4623, d(7680) 1922. obsidian n 6708 1923. obstreperous c 1924. obstructive a 6323 1925. obtrude bh 1926. obtrusion h 1927. obtuse bh 1928. obtusely e 1929. obverse n 7624 1930. Occident (the) f 1931. occupancy n 2650 1932. oculist bh 1933. odds g 1934. odious a 7922, bch 1935. odyssey cf 1936. oeuvre n 6503 1937. off-the-cuff b 1938. offbeat a 5959 1939. offence d(3080) 1940. officious bh 1941. ogle c 1942. okay d(1135) 1943. old-fangled e 1944. olfaction c 1945. oligarchy c 1946. ominously e 1947. omnipresent a 7636, c 1948. onshore e 1949. opacity n 6843 1950. openness d(7227) 1951. opiate c 1952. opportunism c 1953. opposed d(4372) 1954. opprobrium c 1955. optician b 1956. optics n 2280 1957. optimize g 1958. opulent a 7004, ef 1959. orbital a 4313 1960. ordnance n 5668 1961. organically a 7031 1962. orifice cf 1963. ornithology b 1964. orphanage n 6930 1965. orthography c 1966. os c 1967. osmosis n 6492 1968. ostentation bc 1969. ostracize beh 1970. outage n 5580 1971. outback n 4739 1972. outlandish a 7519 1973. outlying g 1974. outskirts n 5625. d(6512) 1975. outstretched a 6645 1976. overarching a 7030 1977. overcast efg 1978. overdraw e 1979. overindulgent e 1980. overlay v 3871 1981. overpass g 1982. overwhelmingly a 5477, d(6875) 1983. p.m. d(3402) 1984. pacifism ce 1985. palate n 5648, be 1986. paleontologist e 1987. palisade n 7599 1988. palliate bh 1989. pallid beh 1990. palpate c 1991. paltry a 7657, e 1992. panache n 7623, c 1993. pancreas n 5937 1994. pancreatic a 5728 1995. pandemic a 7609 1996. pandemonium bch 1997. panegyric c 1998. pantry n 5621, b 1999. paperwork d(6975) 2000. parabola c 2001. paradoxically d(7314) 2002. paragon n 4983 2003. paralegal n 6436 2004. parallelogram h 2005. parasitic a 5872 2006. pare v 4789 2007. pariah n 7975, ce 2008. parietal c 2009. parked a 3657 2010. parlance n 7823 2011. parley b 2012. paroxysm c 2013. parry c 2014. parsimonious bh 2015. parsimony n 7083, c 2016. participatory g 2017. passionately d(7771) 2018. patently ad 6928, e 2019. paternity n 6731 2020. pathogen n 6307 2021. pathogenic a 6876 2022. pathologist n 6741 2023. pathos f 2024. patina n 7221 2025. patio d(7475) 2026. patrimony c 2027. paucity n 7873, bceh 2028. paving n 4670 2029. peasantry d(6902) 2030. peccable c 2031. peccant c 2032. pecuniary bh 2033. pedagogic fh 2034. pedant c 2035. pediatric a 3246 2036. pediatrician n 6707, g 2037. peeling n 5914 2038. peerless a 6718 2039. pejorative c 2040. pelagic a 7793 2041. penalize v 7789 2042. pendent a 7242 2043. penitent bc 2044. peppy a 7598 2045. perceived d(5817) 2046. perceptible a 7292 2047. perceptive a 7013, f 2048. perceptual a 5932, d(7887) 2049. percussive a 7925 2050. perdition c 2051. perdurable c 2052. peremptory bh 2053. perfidy bh 2054. periodically d(7580) 2055. perjure c 2056. permanently d(4407) 2057. permissible a 4065 2058. permissive a 7418 2059. perpetrator n 6905, e 2060. perpetuity n 7556 2061. perplexed a 6683 2062. perplexing a 7541 2063. perquisite cf 2064. personable c 2065. personify f 2066. perspicacious c 2067. perspicuous c 2068. perspire gh 2069. perturb befh 2070. perversion n 5490 2071. pesky a 6783 2072. pestilence n 7635 2073. pestilent c 2074. petrify bceh 2075. petro a 6355 2076. petrochemical g 2077. philanthropic a 6531 2078. philanthropist bh 2079. philistine c 2080. phlegm c 2081. phobia ch 2082. phosphorous e 2083. photo d(2252) 2084. photogenic b 2085. photosynthesis e 2086. physiological a 3730, d(6402), f 2087. physique n 5267 2088. picky a 6468, e 2089. pictorial a 4509 2090. pied c 2091. pigeonhole e 2092. piling n 6605 2093. pinched a 6244 2094. pinky n 6125 2095. piracy n 4301, g 2096. pirated g 2097. pith c 2098. pittance b 2099. placenta n 6510 2100. plagiarize c 2101. plaid g 2102. planned d(4106) 2103. plasma d(5232) 2104. plated a 3416 2105. platelet d(5504) 2106. platitude bch 2107. plausibility b 2108. plebeian bc 2109. plexus n 7003 2110. pliable a 7710, bef 2111. ploy n 6753, e 2112. plumbing n 2582, d(7874) 2113. pluralism n 6682 2114. podium c 2115. poignancy f 2116. poignantly e 2117. policyholder d(7186) 2118. politely d(5783) 2119. politically d(3827) 2120. polity n 6904, f 2121. pollinate h 2122. polling n 3878 2123. polo d(7450) 2124. polygamy n 7682 2125. polymer d(4715) 2126. populace n 6224 2127. portent bf 2128. portly c 2129. posit e 2130. positional a 5972 2131. posse b 2132. posterior a 3998 2133. postern c 2134. postnatal b 2135. posturing n 7681 2136. potable c 2137. potency n 5812, d(6907) 2138. potion c 2139. potpourri c 2140. potty a 5998 2141. powerfully d(7337) 2142. pp. d(4141) 2143. practicality n 6897 2144. pragmatist f 2145. prance b 2146. prattle c 2147. preamble n 5197, f 2148. preceding a 2054 2149. precipitate v 7102, bh 2150. preclusion e 2151. precondition n 7002 2152. predicable d(5153) 2153. predictor n 5667 2154. predilection bc 2155. predispose ch 2156. predominate v 7540, e 2157. preeminent cf 2158. preemption n 7313 2159. preemptive a 7231, e 2160. preferably a 3101, d(5914) 2161. preferential a 5453 2162. preferred d(5098) 2163. prefix n 2442 2164. premeditate c 2165. prenatal a 4866 2166. preponderate c 2167. prepossess c 2168. presentiment b 2169. presumptive a 7882 2170. presumptuous bce 2171. prevalence n 4130, d(5180) 2172. prevaricate c 2173. pricey a 6830 2174. primacy n 7291 2175. primer n 1582, d(7421) 2176. primeval a 7866, b 2177. priming n 7207 2178. primo a 4884 2179. printed d(4545) 2180. prioritize v 5971 2181. privation b 2182. privatization b, d(4663) 2183. proactive a 3976 2184. probity c 2185. procedural a 3215, d(6085) 2186. processing d(3491) 2187. proclamation n 4886, fg 2188. proclivity bce 2189. procrastination bg 2190. professionally d(6973) 2191. profitability a 3325, d(5640) 2192. profligate c 2193. profuse b 2194. profusely ad 7389, e 2195. progenitor n 7680, bc 2196. progeny n 5463, bc 2197. prognosticate b 2198. programming d(5385) 2199. progressively d(5880) 2200. prohibitive a 6863 2201. proletarian bc 2202. prolix c 2203. prolonged d(5374) 2204. promotional d(6956) 2205. prompting n 5555 2206. promulgate v 7154, bf 2207. prong e 2208. pronouncement n 7907 2209. pronto ad 5931 2210. prophesy e 2211. propitious bc 2212. proposed d(3267) 2213. propulsion n 4895 2214. proselytize c 2215. prostate n 3785 2216. prosthetic a 7001 2217. protean c 2218. protester d(6180) 2219. protract f 2220. protracted a 6666 2221. provenance n 6135 2222. provocation e 2223. prude c 2224. prudence n 5249 2225. prurient a 7491 2226. psychoanalysis d(7275) 2227. psychologically a 6644 2228. psychopathy c 2229. psychosis n 7082, c 2230. puerile c 2231. pugilism c 2232. pulchritude c 2233. pulmonary c 2234. punctilio c 2235. punctilious c 2236. punishable a 6444 2237. puny a 7924, c 2238. pup n 5051 2239. pupa n 7780 2240. purchaser d(3886) 2241. purloin b 2242. purposeful a 6686 2243. putrid b 2244. putter v 6379 2245. pylon n 7848 2246. pylorus d(5027) 2247. pyromania c 2248. quack bf 2249. quadrangle c 2250. quadruped c 2251. qualitative d(6525) 2252. qualm beh 2253. quandary n 7910, e 2254. quantify v 4909 2255. quantitative d(5191) 2256. quarterback d(6933) 2257. quartet d(6349) 2258. querulous b 2259. quibble n 7583 2260. quiescent a 7779 2261. quintessence n 7755 2262. quirky a 6134 2263. quits a 5716 2264. quixotic bc 2265. rabble n 7778 2266. raccoon n 6816 2267. racketeer bh 2268. racketeering e 2269. rackety c 2270. racy a 7414 2271. radial a 4007 2272. radiance n 6275 2273. radically d(5770) 2274. raison d être b 2275. rambling a 6072 2276. rampage e 2277. ramshackle c 2278. rancid c 2279. randomly d(7755) 2280. randy a 1886 2281. ranking d(6738) 2282. rapacious bch 2283. rarefied c 2284. rationing n 7622 2285. ravenous a 7938, c 2286. ravine n 7301 2287. ravishing a 7407 2288. realistically d(7849) 2289. realtor g 2290. rebut v 7679, eh 2291. recant ce 2292. recap v 3859 2293. recapitulate bceh 2294. receptacle n 6317 2295. reciprocate beh 2296. reciprocity n 6296 2297. reckoning n 6071, e 2298. reclusive e 2299. recognizance b 2300. recondite c 2301. recriminate c 2302. rector d(7133) 2303. recuperative b 2304. redeemable a 7364, g 2305. redevelopment d(7743) 2306. redolent bc 2307. redound c 2308. reek e 2309. referral n 1644, d(5328) 2310. refinance g 2311. refined a 2937, d(6365) 2312. refinery n 5796 2313. refractive a 6443 2314. refractory bh 2315. refrigeration n 4249 2316. refurbishment n 6146 2317. refutation f 2318. regale fh 2319. regalia n 7777 2320. regeneration d(6501) 2321. regress e 2322. regression d(6164) 2323. reify c 2324. reimbursement g 2325. reincarnation n 6694 2326. rejoin d(7152) 2327. relentlessly a 6954 2328. reliability n 1300, d(5711) 2329. remaining d(1988) 2330. remediable f 2331. remedial a 4103 2332. remit v 5693, beh 2333. remotely d(7612) 2334. remuneration beg 2335. renaissance d(4522) 2336. rendering n 2724 2337. renege cfh 2338. renewed d(5207) 2339. renunciation n 7898 2340. reorganization d(4919) 2341. reparable c 2342. repast b 2343. repatriation n 6378 2344. repayment d(4941) 2345. repercussion bcf 2346. repertory n 6596, c 2347. replication n 3639 2348. reprehensible a 7915, bf 2349. reprehensive e 2350. reprisal n 7822, bc 2351. reprise n 5554 2352. reprove bf 2353. repugnant bh 2354. repulsive a 7326 2355. reputable a 4468 2356. required d(4032) 2357. requisition g 2358. residency n 3602 2359. resolutely ad 7539 2360. resonate v 7406, g 2361. respiration n 5218 2362. respirator n 6953 2363. responsiveness f 2364. restive c 2365. restructuring d(5966) 2366. resulting d(4088) 2367. resurge c 2368. resurgence n 6730, g 2369. resurgent bf 2370. retainer n 5944 2371. retaliatory a 7832 2372. retardation n 5328 2373. reticent be 2374. retinue c 2375. retractor g 2376. retrench c 2377. retroactive a 6243, c 2378. retrofit v 6267 2379. retrogradation e 2380. retrograde c 2381. retrogress c 2382. revelry c 2383. reverend a 4092, d(7289) 2384. reverent f 2385. reversion n 7621 2386. revised d(5492) 2387. revitalization n 5871 2388. revolting e 2389. rhetorical a 5851, d(7655) 2390. rhinoceros n 7572 2391. ribald c 2392. richly d(7360) 2393. richness d(7495) 2394. rickety c 2395. righteousness b 2396. rightful a 5323 2397. rigmarole bc 2398. rigorously a 6624 2399. riven a 7959 2400. roadblock e 2401. rococo cf 2402. rote n 4859, c 2403. rotund bc 2404. rotunda n 7397 2405. routinely d(7547) 2406. roux c 2407. ruckus n 7941 2408. rudiment c 2409. ruffian c 2410. ruined a 4183 2411. rum d(7286) 2412. rumple be 2413. running d(3404) 2414. runny a 7582 2415. ruse n 7325 2416. saccharin c 2417. sacrilege c 2418. sacrosanct bch 2419. sagacity bch 2420. saline cfh 2421. salinity n 5808 2422. salivary a 7792 2423. salubrious c 2424. salvo n 6179 2425. sanctify e 2426. sanctimony c 2427. sanguinary bh 2428. sanitation n 4196 2429. sassy a 5803 2430. satiate beh 2431. satin d(7037) 2432. satirical a 7087 2433. satirize e 2434. satisfactorily d(6794) 2435. saturated a 4089, g 2436. saucy a 6523 2437. savant n 7555, b 2438. savoir-faire b 2439. savvy c 2440. scaffold d(7413) 2441. scaffolding n 6604 2442. scaly a 7934 2443. scam h 2444. scamper e 2445. scanner d(7101) 2446. scantily a 7656 2447. scape n 7388 2448. scarecrow d(3087) 2449. scavenge c 2450. scavenger n 6480, f 2451. scented a 4626 2452. schema c 2453. schoolchild d(7608) 2454. scintilla c 2455. scintillate c 2456. scion n 7947 2457. sclerosis n 4461 2458. scribe n 5586 2459. scriptural a 6903 2460. scrotum n 7816 2461. scurrilous c 2462. seasoned g 2463. sec d(6910) 2464. seclusion n 7220 2465. secretion d(5226) 2466. securely ad 2936, d(7818) 2467. sedition c 2468. seduction n 5066 2469. sedulous c 2470. seeding b 2471. seepage n 7729 2472. seer n 7022 2473. segmentation e 2474. seismology n 7940, b 2475. selected d(4536) 2476. selectively a 5384 2477. self-replicating e 2478. semantically e 2479. semantics n 3359 2480. semen n 4506 2481. senescent c 2482. sensuality n 7051 2483. sententious c 2484. sentient c 2485. sequential g 2486. serendipity c 2487. serenely e 2488. serenity n 4231, b 2489. serrate c 2490. serried c 2491. serving d(6483) 2492. servitude n 7278, e 2493. severance n 5292, efg 2494. sexism n 7209 2495. sexually d(4913) 2496. shack n 3706 2497. shag n 6491 2498. shaky a 5557, d(7153), g 2499. shambles n 7720 2500. shank h 2501. shapely a 7776 2502. shard n 7655 2503. shared d(3954) 2504. sharper n 5016 2505. sheik n 6595 2506. shibboleth b 2507. shortfall n 5470 2508. shotgun d(7084) 2509. show-off b 2510. shrinkage n 6875, g 2511. sic d(7478) 2512. side effect b 2513. siding n 4858 2514. significantly a 1200, d(3210) 2515. simile c 2516. simulated f 2517. sinecure b 2518. sinewy f 2519. sinful a 5302 2520. sinus c 2521. siphon e 2522. sizeable a 6594 2523. sketchy g 2524. skew a 6056, e 2525. skimpy a 7124 2526. skinflint c 2527. skit n 6702 2528. skylight g 2529. slacker n 7012 2530. slammer n 7719 2531. slashing a 6522 2532. sleaze n 7708 2533. sleeping d(5004) 2534. sleight n 7989 2535. slink v 7707 2536. slog e 2537. sluggard c 2538. slugger c 2539. slush n 7538 2540. smelter n 7892 2541. smirch c 2542. smoothly d(5015) 2543. smuggling n 5943 2544. snapper n 6114 2545. snappy a 6770, bh 2546. snazzy a 7840 2547. sneaky a 6306 2548. snicker f 2549. snide e 2550. snipe n 7444 2551. snivel c 2552. snot n 7741 2553. snout n 7667 2554. sobriety n 7392, bc 2555. socially d(3987) 2556. societal f 2557. sodomy n 7050 2558. solicitation n 3170 2559. solicitous bh 2560. soliloquy c 2561. soluble a 4283 2562. solvency n 7571, e 2563. somatic a 6693 2564. somberly e 2565. somnambulism c 2566. sonorous c 2567. soothing a 4248, d(7740), g 2568. soothsayer e 2569. sophistry c 2570. soporific c 2571. soppy h 2572. soreness n 7429 2573. sorority n 5415 2574. soundly ad 6967 2575. soy b 2576. sparsely eg 2577. spasmodic b 2578. spat d(7057) 2579. spatula n 6940 2580. speciality n 4577 2581. specificity n 4768, d(6876) 2582. specified d(4342) 2583. spending d(3811) 2584. spendthrift f 2585. spillover g 2586. splat n 7620 2587. splatter h 2588. spoilage g 2589. spokeswoman d(6502) 2590. spontaneously d(7261) 2591. spooky a 4674, b 2592. sporadically g 2593. spotty a 7608 2594. spunky a 7718 2595. squamous a 7706 2596. squire d(7929) 2597. staffer n 7554 2598. staggering a 4426 2599. staid c 2600. standstill g 2601. stanza c 2602. starving d(6929) 2603. state-of-the-art g 2604. statewide a 2236 2605. statistic n 4116, d(3261) 2606. statistically a 3600, d(7083) 2607. status quo b 2608. steed n 5709 2609. steroid e 2610. stethoscope b 2611. stiffly d(7188) 2612. stile n 7115 2613. stilted c 2614. stinking a 7230 2615. stipend n 5722, bceg 2616. stipulation n 6414 2617. stoic cf 2618. stoical b 2619. stolid bc 2620. stooped a 7903 2621. stowaway e 2622. strained a 4921 2623. stratagem bc 2624. strategically a 4830 2625. strategist n 6530 2626. stratosphere e 2627. stratospheric a 7809 2628. streamline g 2629. strikingly d(7965) 2630. stroller n 6467 2631. stubby e 2632. stultify b 2633. stupefy f 2634. stymie (stymy) c 2635. suave a 5818 2636. sub d(5844) 2637. subcontractor n 6509, g 2638. subjectivity n 7241, d(7803) 2639. subjugation b 2640. subliminal f 2641. subsection d(6335) 2642. subservient a 7870 2643. subset n 2668 2644. subsidence g 2645. subsist b 2646. subterfuge bc 2647. subtly ad 6389 2648. suburbia n 7339 2649. successfully a 833, d(2620) 2650. succor c 2651. suitability a 3943 2652. suitably a 5827, d(6122) 2653. sulky b 2654. summation f 2655. summons n 5547, d(5657) 2656. sunder c 2657. superbug e 2658. supercilious b 2659. superlative b 2660. supplemental a 2482 2661. suppleness f 2662. supplication b 2663. supporting d(4912) 2664. surety n 6113 2665. surreal a 5400 2666. surreptitious bc 2667. sustaining a 4198 2668. swanky e 2669. sweaty a 5889 2670. sweepstakes g 2671. swelter c 2672. swiftly d(4412) 2673. swimming d(5227) 2674. swish v 5258 2675. switchboard g 2676. sycophant c 2677. sylvan a 6235 2678. symptomatic a 6490 2679. synchronize v 5430, be 2680. synchronous a 4329, f 2681. synergy n 4370 2682. synonymous a 5485, d(7711) 2683. syntactic d(5623) 2684. syphilis n 6874 2685. syringe n 6377 2686. systematically d(5890) 2687. taciturn bcfh 2688. tacky a 6692 2689. tactile a 6528 2690. tactless e 2691. talking d(5461) 2692. tantamount a 7597, bceh 2693. tapering a 7705 2694. tardiness g 2695. tastefully a 6204 2696. tatter b 2697. tautology bc 2698. taxable d(7791) 2699. taxonomy h 2700. tectonic a 7152 2701. teddy d(6960) 2702. tedium b 2703. teeming a 7324 2704. teeter e 2705. teetotaler b 2706. telecommunication n 3348, d(4239) 2707. temerity bh 2708. template d(7244) 2709. temporize f 2710. tenaciously e 2711. tenacity n 7387 2712. tendon n 6938, h 2713. tensile c 2714. tentatively d(7764) 2715. terms d(3018) 2716. tetrapod c 2717. textual d(7658) 2718. thanks d(3069) 2719. theologian n 7236, d(7690) 2720. theorem d(7907) 2721. therapeutics c 2722. thereof d(7223) 2723. thereupon ad 7189 2724. thespian c 2725. thirdly d(5864) 2726. thorny a 7284 2727. thoughtfully d(5939) 2728. thrall n 7972 2729. thrashing e 2730. threads e 2731. thrice ad 7168 2732. throbbing a 5301 2733. throes c 2734. thy d(5620) 2735. tidbit n 7443 2736. timbre n 7277 2737. timorous bc 2738. tine n 6769 2739. tirade n 7634, bc 2740. tit d(7267) 2741. titanic c 2742. tittle n 7982 2743. titular a 7183 2744. tonsil f 2745. tonsils e 2746. topographic e 2747. topology n 3471 2748. torpid bf 2749. torque d(6634) 2750. torrential g 2751. tort n 3717, c 2752. tortuous a 7765, b 2753. tosh n 7666 2754. touchstone cf 2755. toxicity n 3446 2756. toxin n 5574 2757. tractable a 7704 2758. trade-off e 2759. traditionally d(2644) 2760. traduce c 2761. trained d(5577) 2762. tranquillity n 7010 2763. transcendence n 7452 2764. transcendent a 7049 2765. transcription d(5662) 2766. transgress bc 2767. transgression ef 2768. transmute b 2769. transnational a 4767 2770. transpose e 2771. trapeze n 7902 2772. trappings f 2773. trashy a 7206 2774. traumatic a 4299, b, d(7202), f 2775. travesty bc 2776. trembling a 4757 2777. trend-driven e 2778. trepidation bcef 2779. triad n 4687 2780. tribulation n 6428, bc 2781. tributary f 2782. trifling e 2783. trilogy n 3711, c 2784. trinket n 7537 2785. tripartite a 7167 2786. trivia c 2787. troubled a 2722 2788. trouser d(2525) 2789. truculent c 2790. truism c 2791. truncate c 2792. tubby a 7876 2793. tundra c 2794. turndown b 2795. turnstile g 2796. turpitude ce 2797. turret n 6631 2798. tutelage n 7935 2799. twee a 7971 2800. twinge e 2801. tycoon cf 2802. typographical g 2803. tyro c 2804. ubiquity c 2805. uh d(4960) 2806. ulterior a 7801, bce 2807. um d(5426) 2808. umbilical a 7219 2809. umbrage bh 2810. unabashed be 2811. unaccounted g 2812. unaffected d(6906) 2813. unanimously d(6937), eg 2814. unassuming c 2815. unbeatable a 4926 2816. unbiased g 2817. unbounded a 7080 2818. uncomfortably d(7438) 2819. unconscionable bc 2820. unconsciously d(7805) 2821. undaunted e 2822. underclass e 2823. undergrowth d(7714) 2824. underscore h 2825. undersecretary n 7775 2826. understandably d(6999) 2827. undulate bceh 2828. unduly ad 6376 2829. uneasily d(7713) 2830. unflagging g 2831. unfounded e 2832. ungrateful f 2833. unified d(6038) 2834. uniquely d(6841) 2835. unison b 2836. unitary e 2837. unlawful d(5346) 2838. unload d(6793) 2839. unnerving a 7962 2840. unprocessed e 2841. unrealistic d(6615) 2842. unrelenting e 2843. unresolved d(7936) 2844. unseemly ce 2845. unsullied c 2846. unsurpassed a 4731 2847. untimely a 6665 2848. unto d(7565) 2849. unused d(7002) 2850. unwittingly ad 7218, e 2851. up-market e 2852. upbraid c 2853. upcoming a 881 2854. upkeep n 6593 2855. upscale a 4997 2856. upsurge v 7891 2857. uptake n 5106 2858. uptight a 7851 2859. upturn n 7403 2860. urchin n 7753 2861. urgently d(5507) 2862. urinate v 7703 2863. urination v 7182 2864. usury c 2865. uterus n 5626 2866. vaccination n 4802 2867. vacillate beh 2868. vagrant ef 2869. valediction c 2870. valiantly e 2871. validation n 2328, d(6806) 2872. vampire d(7699) 2873. vapid bh 2874. vaporize e 2875. variability d(7530) 2876. variance n 3010, d(6123) 2877. variegate c 2878. varying d(4670) 2879. vastly d(7027) 2880. vaunted e 2881. vegan n 5901 2882. vegetate fh 2883. veggie n 5817 2884. vehemently e 2885. venal bh 2886. vendetta n 6919, c 2887. venial c 2888. venison n 7482 2889. ventriloquism c 2890. venturesome c 2891. veracity c 2892. verbalize c 2893. verbatim c 2894. verbiage c 2895. verbose bceh 2896. verdant a 7844, bh 2897. verifiable a 6489 2898. verisimilar c 2899. verity c 2900. vernal a 7386 2901. versed a 6544, e 2902. vertebra c 2903. verve n 5857 2904. vestibule n 7976 2905. vet d(4935) 2906. veterinary a 2952 2907. viability n 4113 2908. vial n 5527 2909. vicarious a 7908, bf 2910. vicariously e 2911. viceroy n 7123 2912. vicissitude c 2913. vicissitude(s) b 2914. vigilance n 5744 2915. vigilante n 7097 2916. vigorously a 5039, d(5850) 2917. vilify bcf 2918. vineyard d(6913) 2919. violator g 2920. vipor c 2921. viral d(7717), f 2922. virtuosity n 7901 2923. virtuoso n 6234, bc 2924. virulent a 7312 2925. visceral a 7021 2926. viscosity f 2927. visibly d(7550) 2928. visually d(6662) 2929. vitiate c 2930. vitriol c 2931. vitriolic b 2932. vividly d(7088) 2933. vocab n 7879 2934. vocal cards f 2935. vociferate c 2936. vol. d(4951) 2937. volatility d(7875) 2938. voluntarily ad 3392, d(7045) 2939. voracious be 2940. vortex n 4270 2941. vs. d(3058) 2942. vulnerability d(6817), g 2943. wacky a 4521 2944. waddle e 2945. walk-in g 2946. walkout b 2947. wallow v 7764 2948. wan c 2949. washing d(4887) 2950. wearily d(6978) 2951. wearing a 1176 2952. weasel n 5392 2953. weathering n 6543 2954. wedlock n 7654 2955. weeping a 4958 2956. weighting n 4630 2957. welding g 2958. well-meaning e 2959. whammy n 7752 2960. whatnot n 7252 2961. whereabouts d(6667) 2962. wherewithal c 2963. whilst d(4791) 2964. whimsy n 7518, c 2965. whir e 2966. whisky d(3730) 2967. widget n 4384 2968. wile n 7984 2969. willful a 6170 2970. wily a 7376, c 2971. winnow c 2972. wisely ad 3942, d(7630) 2973. wishful a 6488 2974. wisteria n 7952 2975. wistfully e 2976. witticism bc 2977. wizardry cf 2978. wizened c 2979. wobbly a 7142 2980. woefully a 7276 2981. wonderfully d(6934) 2982. workforce d(4166) 2983. workhorse e 2984. workhouse d(7209) 2985. working d(3042) 2986. workload b, d(6922) 2987. works d(3037) 2988. workstation d(4278) 2989. wow d(7085) 2990. wreak v 7166, e 2991. wrongful a 5532 2992. xing n 6965 2993. yen d(7382) 2994. yummy a 5335 2995. zany c 2996. zillion n 7946 2997. zippy a 7678 2998. zoology n 4730
https://w.atwiki.jp/cohwbg/pages/33.html
目次 総合Tips #1 死角 総合Tips #2 待機中の部隊 総合Tips #3 駐屯している部隊(建物内の部隊) 基本Tips #4:Retreating(退却) 基本Tips #5:Enemy Footsteps(敵の足音) 基本Tips #6:Dropped Weapon(落ちている武器) 基本Tips #7:Artillery(砲撃要請) 基本Tips #8:Sniperでの監視 基本Tips #9:Panzershrenks/Bazookas (バズーカ/パンツァーシュレック) 基本Tips #10:Avoiding Grenades(手榴弾を避ける) 基本Tips #11:Mortar Accuracy and Damage(Mortar部隊の命中精度とダメージ) 基本Tips #12:Mine/Barbwire Combo(地雷と鉄条網の連携) 基本Tips #13:The Tactical Map(戦略マップ) 基本Tips #14:Unmanned AT Guns(クルーが居ないAT Gun) 基本Tips #15:tracking Enemy Snipers(敵Sniperの追跡) 基本Tips #16:Turning the Tide(ゲームの流れを変える) 基本Tips #17:Upgraded Infantry(アップグレードした歩兵) 基本Tips #18:Micro and Macro(細かい操作と広い視野) 基本Tips #19:Mine-triggering(地雷の起爆) 基本Tips #20:Anti-Tank Guns(対戦車砲) 基本Tips #21:Reload Times(リロード時間) 基本Tips #22:バンカーの守備 General Tip #23 - Dancing [10/29/2006] General Tip #24 - Grenades vs Garrisoned Troops [10/30/2006] General Tip #25 - Backing Up [10/31/2006] General Tip #26 - Know Your Enemy! [11/1/2006] General Tip #27 - Kiting [11/2/2006] General Tip #28 - Killing Snipers [11/4/2006] General Tip #29 - Hiding [11/6/2006] General Tip #30 - One Way Door [11/7/2006] General Tip #31 - Control Groups [11/9/2006] General Tip #32 - Garrisoned Snipers [11/10/2006] General Tip #33 - Riflemen vs Garrisoned MG's [11/13/2006] General Tip #34 - Destroying Hedgerows [11/14/2006] General Tip #35 - Tactical Map [11/27/2006] General Tip #36 - Attack Ground [01/01/2007] General Tip #37 - Pioneers vs Engineers [01/15/2007] General Tip #38 - Medic Bunkers [01/22/2007] General Tip #39 - Evading with Sniper [02/05/2007] General Tip #40 - Tanks [02/12/2007] General Tip #41 - Cover [02/18/2007] General Tip #42 - Roadways [03/12/2007] General Tip #43 - Rally points from buildings [03/19/2007] General Tip #44 - Using Shift+Click [03/26/2007] General Tip #45 - Tabbing Units [04/02/2007] General Tip #46 - Camo-Counters [04/09/2007] General Tip #47 - Countering Barbed Wire [04/16/2007] General Tip #48 - Control Sectors [04/30/07] General Tip #49 - Unit/Resource Management [05/06/07] General Tip #50 - Selective Exiting [05/14/07] General Tip #51 - MG/Sniper Counter [28/05/07] General Tip #52 - The Dead Have Eyes [04/06/2007] General Tip #53 - Targetting in Large Scale Engagements [6/10/07] General Tip #54 - Overextending [7/02/07] General Tip #55 - Anti-spam [7/16/07] General Tip #56 - Early Game Tips [7/30/07] General Tip #57 - Advanced Mine Tactics [12/8/07] General Tip #58 - Pursuing and retreating [30/8/07] General Tips /General Tips 1~10 General Tip #1 - Blind Spots (9-5-2006) General Tip #2 - Idle Units (9-10-2006) General Tip #3 - Garrisoned Units (9-15-2006) General Tip #4 - Retreating (9-20-2006) General Tip #5 - Enemy Footsteps (9-26-2006) General Tip #6 - Dropped Weapons (10-1-2006) General Tip #7 - Artillery (10-2-2006) General Tip #8 - Sniper Spotters(10-3-2006) General Tip #9 - Panzershrenks/Bazookas (10-7-2006)? General Tip #10 - Avoiding Grenades (10-8-2006) General Tip #11 - Mortar Accuracy and Damage (10-10-2006) General Tip #12 - Mine/Barb Wire Combo (10-11-2006)? General Tip #13 - The Tactical Map (10-12-2006) General Tip #14 - Unmanned AT Guns (10-13-2006) General Tip #15 - Tracking Enemy Snipers (10-16-2006) General Tip #16 - Turning the Tide (10-17-2006) General Tip #17 - Upgraded Infantry (10-19-2006) General Tip #18 - Micro & Macro (10-20-2006) General Tip #19 - Mine Triggering (10-21-2006) General Tip #20 - Anti-Tank Guns (10-24-2006) General Tip #21 - Reload Times (10-24-2006) General Tip #22 - Garrisoned Bunkers/MG Nests (10-27-2006)? 総合Tips #1 死角 建物の中には、建物内のユニットが撃てない方向(死角)がある。これを使えば駐屯しているMGを撃ったり、手榴弾を投げ入れるような場合に犠牲を出すことなく建物に近づくことができる。 逆に自分のユニットを建物に入れる場合は建物の死角を確認し、その場所を他のMGや歩兵でカバーするようにすることを忘れないように。 総合Tips #2 待機中の部隊 待機中の部隊を活用させよう。もし、PioneerやEngeneerが何もしていないなら、敵の旗を取るように命令を出す。相手の旗にちょっかいを出すことで、相手の注意をそこに向けることができる。 さらに、旗を取られないために相手はそこに兵力を分散させなくてはならなくなる。相手の兵力が分散すれば、こちらの攻撃もより簡単になる。 他にできるのは、地雷を施設したり、ワイヤを張ったり、土嚢を作ったり、戦車妨害をつくったりする等。これらの防御設備を駆使すれば、相手の主戦力の進行を遅らせたり、あるいは、増援を送ることを阻止できるようになる。 待機中の部隊をできるだけなくすようにしよう。 総合Tips #3 駐屯している部隊(建物内の部隊) 駐屯している部隊に直接、特定のターゲットへの攻撃を指示することはできない。しかし、家単位、建物単位で彼らを選択すれば、彼らにどの敵部隊を攻撃するかを指示できる。 例えば、あなたがMGを駐屯させていて、それぞれ違う方向からVolksgrenadiersと火炎放射機を持ったPionnerが近づいてきたとする。駐屯しているMGに火炎放射兵を攻撃するように支持することでMGをみすみす死なせずにすることができる。 基本Tips #4:Retreating(退却) 元記事 http //www.gamereplays.org/community/index.php?showtopic=140093 退却はゲーム内のアビリティのなかで、とても使い勝手の良い部類に入ります。 ある部隊が苦しい状況に陥った際に(MGに撃たれている、数的不利や全滅寸前等) その部隊を選択し、"T"キーを押す事で司令部まで退却させる事が出来ます。 退却中は大きな守備ボーナスが付き、移動速度も速くなります。 退却は部隊を司令部周辺まで速く戻したい時にも有効な手段です。 しかし守備ボーナスが付くとはいっても、敵部隊からの攻撃が無効になるわけではありません。 Sniper等は敵の攻撃に弱いことに変わりはないので、ユニットを退却させる場合には退却経路に注意する必要があります。 Pinned(釘付け)になった部隊は殆ど使い物にならないので、通常は退却させる事が被害を減らす最善の手段です。 退却を上手く利用する事で部隊の補充や代替部隊生産などのコストを抑える事ができるでしょう。 基本Tips #5:Enemy Footsteps(敵の足音) 元記事 http //www.gamereplays.org/community/index.php?showtopic=141752 未占拠状態のエリアにHMG部隊を単独で送り込む場合、部隊周辺の画面に切り替えて足音を聞くようにします。 敵部隊の喋り声や足音が不可視エリアから聞こえてくる場合があります。 敵部隊の声や足音を確認したら、HMGを迎撃態勢にして敵の不意を突きましょう。 このように敵の不意を突ければ、敵小隊の何人かを倒し、かつこちらのHMG部隊の損失、退却を防げます。 敵小隊が全滅もしくは退却したら、HMG部隊を当初の目的の場所へ配置しましょう。 ゲーム序盤でHMG部隊の全滅や退却という致命的な状況を回避するにあたって、このテクニックは有効です。 基本Tips #6:Dropped Weapon(落ちている武器) 元記事 http //www.gamereplays.org/community/index.php?showtopic=143349 役立ちそうな武器(重火器以外)は確実に拾っておきましょう。 例えばGrenadierがRiflemanの落としたBARを拾えば、対歩兵攻撃力を増すことになります。 またRiflemanがBazooka/Panzershrekを拾えば、対戦車部隊となるでしょう。 Engineer/Pioneerが最前線で戦車を修理しながらBazooka/Panzershrekを撃っている姿を想像して下さい。 戦車戦の最前線において、とても効果的ではないでしょうか。 BARを持ったPioneerは、Pioneerは優れたEngineerに匹敵しないと思い込んでいる敵を驚かせる結果を生むでしょう。 もしあなたが戦車隊を、そして相手がAT砲を数多く持っている場合、 AT砲のクルーを倒した後、残されたAT砲に戦車で「Ground Attack」を仕掛ける事で、残されたAT砲を破壊する事が可能です。 これは相手のAT砲を除去する為の効果的な手法です。 落ちている武器を効果的に使うことでゲームの流れを変える事が出来るでしょう。 基本Tips #7:Artillery(砲撃要請) 元記事 http //www.gamereplays.org/community/index.php?showtopic=143791 あなたが敵陣への反撃を考えているときに、複数の敵部隊を本陣へ退却させる事が出来たら 装甲車を敵司令部に素早く向かわせ、敵司令部とその周りの部隊へ砲撃要請をすることで、敵部隊をも巻き込む最大限の効果を得られる場合があります。 タイミングが完璧であれば、相手は何も出来ません。 また敵が混乱していたり、1箇所に敵部隊が固まっている時にも砲撃要請は有効ですが、敵側も着弾数秒前から確認出来ます。 基本Tips #8:Sniperでの監視 元記事 http //www.gamereplays.org/community/index.php?showtopic=144108 Sniperは高コストで打たれ弱いユニットですが対Sniper用に使えたりと概ね有用で、中でも砲撃の監視役として最適です。 この砲撃監視はMortar部隊との組み合わせで有効です。 Mortarの砲撃範囲は部隊の視界外まで及びます。 Sniperで敵部隊の位置を見ながら、砲撃を行う事が可能になります。 射程距離が長いので、Mortar部隊を自分の戦力で守る事も容易でしょう。 相手はその場所をあきらめて退却せざるを得ないので、その隙に防衛線を押し上げていきます。 またマップ外からの砲撃支援や105mm howitzers、NebelwerferやWalking Stuka等でも、この戦術によって相手の予想しない打撃を与える事が出来ます。 身を隠しての監視により、敵が見ていないポイントへの砲撃を行い、敵軍へ打撃を与える事が出来ます。 (※注 敵はこちらの視界を考慮して戦っている為、こちらの視界外と思い込んでいる場所への砲撃は不意打ちになり得ます。) 敵戦車や部隊をしつこく狙っていく事で、敵はミニマップ上の表示に集中せざるを得なくなります。 基本Tips #9:Panzershrenks/Bazookas (バズーカ/パンツァーシュレック) 元記事 http //www.gamereplays.org/community/index.php?act=ST f=1252 t=145358 st=0#entry1769919 Panzershrenk/Bazookaを使う際に、覚えておきたい5項目。 1.部隊を広く散開させて、様々な角度から戦車を攻撃する 2.Riflemanでsticky bombを使う時のように、出来る限り接近する事 Panzershrenkは8yd以内で100%、17yd以内で60%の命中率。 Bazookaは8yd以内で100%、17yd以内で40%の命中率。 ちなみにsticky bombの投擲可能距離が17yd。 3.出来るだけ遮蔽物を利用する 石壁であったり、戦車主砲が貫通しない残骸等。 4.Panzershrenk/Bazookaはリロード(再充填)に7.5秒掛かる 撃った後3秒間はその場から離れ、次の3秒で目標に再接近する。 (遮蔽物に身を隠す事を忘れずに) 5.部隊が全滅して落としたPanzershrenk/Bazookaは必ず回収し、敵に渡さない事 1人だけの部隊でもPanzershrenk/Bazookaを2本回収する事が可能で、その部隊の人員補充をする事により、別の一人が自動的にPanzershrenk/Bazookaを装備します。 ※追記 連合のRangerでThompsonのupgradeを行った場合、1部隊で4本のバズーカを所有出来るとの事です。 (Tips本文以下のポスト参照) 基本Tips #10:Avoiding Grenades(手榴弾を避ける) 元記事 http //www.gamereplays.org/community/index.php?showtopic=145715 歩兵で銃撃戦をしている最中、特に敵歩兵部隊との距離が近い時には、敵歩兵の動きに注意しましょう。 敵部隊の一人が手榴弾を投げる動作を確認出来れば、あなたの部隊は余裕を持ってその手榴弾を避ける事が出来ます。 ※追記 手榴弾は回線遅延の関係でグラフィックから実際の炸裂までタイムラグが生じる場合があります。 特にチーム戦で起こりやすい症状のようです。 (Tip本文以下のポスト参照) 基本Tips #11:Mortar Accuracy and Damage(Mortar部隊の命中精度とダメージ) 元記事 http //www.gamereplays.org/community/index.php?showtopic=146067 Mortar部隊を最大限に活用していますか? Mortar部隊は敵からの距離が画面半分程度ならば、かなりの確率で命中させる事ができます。 また1.5画面分くらいの距離であれば、十分命中させる能力があり それ以上の距離でも命中に期待は出来ます。 またもう一つ…Mortarの砲撃は対装甲にレート1の貫通力を持っています。 ちなみにRifleの対装甲貫通力はレート0.01です。 つまりMortarの砲撃は装甲車に対して、単純にフルダメージを与えられると言う事です。 (※注 レートが何を意味するのかが不明瞭ですが、レート1=100%という事でしょう。多分.sga等の設定数値だと思います。) 基本Tips #12:Mine/Barbwire Combo(地雷と鉄条網の連携) 元記事 http //www.gamereplays.org/community/index.php?showtopic=146356 地雷と鉄条網に関するちょっとしたトリックです。 鉄条網で通路を塞いだ際に、真ん中の部分だけを取り壊して、そこに地雷を設置しておきます。 こうする事でここを通ろうとする敵は、100%地雷を踏む事なり、甚大なダメージを被ることになるでしょう。 地雷が炸裂した後は、再び地雷を設置したり、鉄条網できちんと塞いだりします。 必ずしも真ん中を空ける必要もなく、地雷を逆側に置いても構いません。 工兵であろうが、車両であろうが、そこを通り抜けようとすればダメージを受けるのです。 基本Tips #13:The Tactical Map(戦略マップ) 元記事 http //www.gamereplays.org/community/index.php?showtopic=146761 戦略マップでは部隊がアイコンで選択出来るので、ゲームスタート時などに便利です。 HQでEngineerを生産し、初期Engineerに施設建設を命令したら戦略マップを表示します。 戦略マップ上で工兵にShift+右クリックで拠点占領の行動予約をしておきます。 こうする事で無駄な操作や画面移動を省略する事が出来ます。 また自陣で待機しているユニットを前線へ動かしたい、 しかし戦闘中で視点を自陣まで動かし、ユニットを移動させ、また戦闘区域へ視点を戻すという作業はしたくない、という時。 ここでも戦略マップを使えば時間短縮ができ、操作量も相手に劣らなくなるでしょう。 NUM0キーを押し、自陣のユニットを動かし、再度NUM0キーを押せば元の視点にすぐ戻れます。 また自陣付近のユニットを動かしている間、戦闘状態を把握できる事も便利です。 例えば敵戦車がこちらの戦車の側面を取りに来た場合、すぐNUM0キーで元の画面に戻し、戦車に動かす事が可能です。 基本Tips #14:Unmanned AT Guns(クルーが居ないAT Gun) 元記事 http //www.gamereplays.org/community/index.php?showtopic=147051 クルーを倒した後のATGunの処理について考えた事がありますか?これには2つの選択肢があります。 1つは歩兵部隊でATGunを回収し、残った歩兵部隊を司令部等で人員補充する事です。 PioneerやEngineer以外であればATGunに人員を裂いて、残った部隊は人員補充する事が可能です。 VolksgrenaidierやRiflemanでATGunを回収し、残った部隊の人員を補充する方法が、無人のATGunを回収して自分のものにする際に一番得なやり方です。 もう一つの選択肢として、自分で回収する必要が無いが、敵に取られると困る場合、 戦車を無人のATGunの傍まで移動させ、ground attackで破壊する事です。 ground attackの際には、かなり傍まで寄らないとなかなか命中しない場合があります。 ATGunを壊す事はどちらの陣営であっても戦況に影響を及ぼし、壊した場合は若干のexpを得る事も出来ます。 まずはVolksgrenadierやRiflemanでATGunを回収し、残った部隊の人員補充をする方法をお奨めします。 基本Tips #15:tracking Enemy Snipers(敵Sniperの追跡) 元記事 http //www.gamereplays.org/community/index.php?showtopic=148323 敵Sniperに自分の兵士が攻撃された時には、画面左端に出る警告メッセージをチェックして下さい。 "Unit Sniped"という表示の脇の赤いアイコンをクリックすると、画面が敵Sniperの場所に飛びます。 アイコンが消えるまでは何回でもクリックでき、その間は敵Sniperが移動しても追跡する事が可能です。 ※スペースキーがイベントキュー発生地点に画面移動させるショートカットですので、Sniper対策に限らず活用出来ると思います。 ※Snipedのイベントキューが出た時は、ミニマップに赤い円が表示されるので、それも判断材料になります。 基本Tips #16:Turning the Tide(ゲームの流れを変える) 元記事 http //www.gamereplays.org/community/index.php?showtopic=149252 主に歩兵戦に関して言える事です。 ゲーム中に1on1の状況になった場合(Pioneer vs EngineerやRifleman vs Volks等)、その場所へもう1部隊向かわせて数的優位を作り出す事を常に心がけて下さい。 その時には、2部隊をどちらも敵部隊の正面へ置かないように。 1部隊を円を描くように回り込ませ、敵の背後を取るようにする事。 こうする事で2 engineer vs 1 Volksや2 pioneer vs 1 Riflemanでも勝機を見出す事が出来るでしょう。(多少運次第な部分はありますが) そしてもう1つ 歩兵戦の際には、良いカバーポジションを見つける事と止まる事を何より大事にして下さい。 良いカバーポジションを見つけてそこにしゃがみ、部隊が動き回るのを止めて下さい。 部隊が動きながら撃った場合の命中率は50%で、余り良くありません。 基本Tips #17:Upgraded Infantry(アップグレードした歩兵) 元記事 http //www.gamereplays.org/community/index.php?showtopic=149620 アップグレードして自動小銃(BARやMP40等)を持った部隊の場合、相手の部隊へ接近させた方がより効果的です。 長距離からでは半分がミスショットとなるでしょう。 敵に突撃することで、武器をアップグレードした効果をより発揮することが出来るでしょう。 基本Tips #18:Micro and Macro(細かい操作と広い視野) 元記事 http //www.gamereplays.org/community/index.php?showtopic=149976 これをマスターする為に努力しなければなりません。 敵と対峙する際にはいつも冷静に、集中し、そして広い視野で物事を考えなければいけません。 私がRTSゲームを始めた頃は、相手と同等もしくはそれ以上の操作や対応が出来ずに何回も負けていました。 そこで色々と練習をするようになりました。遠くからでも本陣の状態を注目することもそうです。 例えば本陣から離れたユニットを操作している間でも、時々資源を確認したり、ユニット探しのホットキー(動いていないユニットを探す)を使ってみたり。 CoHでは自陣施設のを選ぶのにF1、F2、F3…を良く使っています。 あなたが画面の中での戦いにより注目しながらも(ユニットの動きにより集中しながら)本陣を意識出来るようになった時、 あなたの中でミクロとマクロの融合が始まった、と考えます。 自分のものに出来れば、良い結果をもたらすことでしょう。 ※"Base"を「本陣」としましたが、「資源」や「自領内」など様々な意味合いを含んでいると思います。 基本Tips #19:Mine-triggering(地雷の起爆) 元記事 http //www.gamereplays.org/community/index.php?showtopic=150419 自軍のユニットが自分の設置した地雷のすぐ傍で銃撃戦をしている場合、少し遠ざかった方がいいでしょう。 敵の砲撃などで地雷が爆発する事があり、爆発範囲にいれば敵味方関係無くダメージを受けます。 特に連合M8で敷設した地雷は爆発ダメージが大きいです。 M8の地雷は即敷設が可能で、かつ2部隊を簡単に全滅させる事が出来る強力なものです。 M8で2部隊程の敵兵に接敵した場合、近寄って敵の目の前で地雷を敷設し、 車体2つ分くらい後ろに下がり、地雷を狙って起爆させるという技が使えます。 基本Tips #20:Anti-Tank Guns(対戦車砲) 元記事 http //www.gamereplays.org/community/index.php?showtopic=151513 対戦車砲は敵車両に対して最も基本且つ強力な対抗手段です。 生産に弾薬も燃料も必要無い上に、素晴らしい対車両攻撃力を持っています。 そこで対戦車砲が簡単に倒されないようにするにはどうしたらいいでしょうか? ●散開させて、上手くお互いをカバー出来るようにしましょう 距離を取る事で、砲撃によって一斉に叩く事が出来なくなります。 お互いが側面をカバー出来るように配置する事もポイントです。 1部隊が側面を取られても、他の部隊が対応出来るようにします。 枢軸であればカモフラージュを使う事で、相手に気づかれないように配置する事が出来ます。 ●敵車両の側面や背面を狙えるように配置を工夫してみましょう ●守備的に配置する場合、前面に砂嚢を積むとカバー効果が期待できます そして地雷も活用していきましょう。 対戦車砲を攻撃しに来た歩兵を制圧/釘付けにするだけでなく、側面を取りに来た車両にエンジンダメージを与える事も可能です。 ●歩兵、SniperやMortarなどから対戦車砲を守りましょう 対戦車砲は上手に配置すれば車両にやられる事はまずありません。 そこで相手は対戦車砲を歩兵で排除しようとしてくるはずです。 その為に歩兵対策をしておかなければなりません。 MG等が適任ですが、余り近くに配置しないように注意が必要です。 敵の砲撃により全滅させられないようにしましょう。 ●対戦車砲の体力バーは砲の耐久力では無く、砲手の体力を示しています 戦闘毎に工兵で対戦車砲を修理するようにしましょう。 修理する事で戦車の砲撃をより食い止める事が出来ます。 ●常に後方に配置するようにします 対戦車砲の射程距離はかなり長いです。このアドバンテージを活かしましょう。 常に自戦力の後方へ待機させるように心がけましょう。 基本Tips #21:Reload Times(リロード時間) 元記事 http //www.gamereplays.org/community/index.php?showtopic=151922 全てのユニットは移動している間は厳しいペナルティ(命中率の補正)を受けます。 発砲している間は静止するのも良い手段です。 しかし全ての車両は砲弾のリロード時間が存在します。 戦車で一般的に6~7秒くらいの時間です。 そこでこのリロード時間の間、より有利な場所へ移動させ、次の砲撃までに停止するようにします。 高価で重要な戦車を倒されにくくする方法です。 基本Tips #22:バンカーの守備 BunkerかMGNestにユニットを駐留させれば、あらゆる側面から建物への攻撃を防ぐ、素晴らしい効果を上げるでしょう。 これらの建物に駐留したユニットは、敵の攻撃に対して大きな耐性を得ることができます。 Sniperの狙撃にも幾度となく耐え、Grenadeの投擲すら大きな効果を上げることは出来ません。 Heavy Machine Gun Teamを駐留させれば、装甲部隊やMortarによる攻撃を除く、ほぼ全ての攻撃から安全だと保障されます。 しかも、Heavy Machine Gun Teamのコストのみで済むので、これは大変安価な作戦です。 資源を無駄にせずに済むことも第一に、これはBunkerを防衛している他の部隊を別のことに動かす余裕ができ、 必要ならば、Bunkerに補助的なアップグレードを施すことも出来るからです。 General Tip #23 - Dancing [10/29/2006] Oftentimes an MG squad will just barely beat your Riflemen/Volks into a building, soon to unleash hell on your troops. There is a counter, however, that enables your infantry to deal with the garrisoned MG. Simply dance or strafe the building from one side to the other, back and forth, continuously and never standing still. The main MG dude will constanly change windows to fire at your squad but, due to the deploy and redeploy times, actually never get a shot off. This way, your infantry squad will wear the MG squad down and kill it, or force it to ungarrison and retreat. With a little practice, you can thus reverse the entire situation of the classic Garrisoned MG ™. By Gnug315 General Tip #24 - Grenades vs Garrisoned Troops [10/30/2006] When using a grenade on a garrisoned mg42, try to get the mg42 firing out of one of the shorter sides of the house. This will cause the mg42 team inside to get closer together, and in most cases allow your grenade to kill the entire team. By Bentguru General Tip #25 - Backing Up [10/31/2006] A completely crucial part of tank warfare is backing up and away from danger while keeping your protective front armor, as well as your turret, facing your enemy. Tanks are quite maneuverable this way too, being able to make just as sharp turns backing up as when going forward. Do this by clicking a short length behind your tank, and if needed, shift-queue and entire escape route away from the battle, dodging obstacles et al and providing the speediest, safest retreat possible. The only vehicle that can t do this, in fact, is the Axis Motorcycle. By Gnug315 General Tip #26 - Know Your Enemy! [11/1/2006] Ever wish you could figure out who you are going up against when the match starts? Well, now you can! When you have a few seconds of free time in the beginning of a match, hit ctrl + shift + ~ on your keyboard and it will bring up the console. Search a bit and you will find your opponents name. At first it may be hard to spot amongst all the other words, but if he lags it will say it 4-5 times between some [ ]. Usually you can find it about halfway down the console page. Now you can know who you re fighting without waiting to see one of his units! By Lewclan General Tip #27 - Kiting [11/2/2006] Kiting is a term used when a vehicle seemingly attaches itself to an enemy squad by an invisible thread, usuing it s superior range to deal out damage whilst staying outside sticky-bomb or bazooka range. It requires studious micro, but can effectively completely counter any number of enemy squads. Simply keep your vehicle at the correct length, advancing and backing up as needed while unleashing a constant stream of salvos at your target. Your enemy will be forced to deal with your unit with other means. It is most commonly seen with Jeeps vs Pioneers, Pumas vs Riflemen w/ stickies, and Ostwinds vs Rangers, but also goes for the slower, more lumbersome tanks. By Gnug315 General Tip #28 - Killing Snipers [11/4/2006] If you spot a sniper, and don t have a jeep/bike then don t be afraid of charging it with e.g. riflemen. All units are able to detect the sniper, if you are close enough. Even a squad of pioneers are able to take out a sniper if you are lucky enough. So if you see a unsupported sniper starts shooting at your riflemen, press space (go to last event), trace the "smoke tail" and move your riflemen towards the direction of the "smoke tail". Then either use a Jeep/Motorcycle to detect the Sniper or charge it with your infantry. Goodbye, Sniper. By decon General Tip #29 - Hiding [11/6/2006] Hiding is an important part of warfare. As Sun Tzu states, when badly outnumbered, avoid the enemy entirely. In CoH, hiding can be used effectively against your enemy for example when you have decapped an opponent s point, but know he has dispatched troops to deal with you. Instead of trying to cap the point too, in the middle of enemy territory, run off with your units and hide in the corner. You will see that your enemy has defended the point when it starts blinking again as he captures it. Then, when he has done so, and most likely moved on, return your sneaky little squad to the point and decap it once again. Prime examples would include the two corner medium munition points on Semois, but almost all can be used like this in some way or the other. By Gnug315 General Tip #30 - One Way Door [11/7/2006] Barbed wire plays a crucial role in CoH, used to prevent enemy access to critical areas or thru chokepoints. There s a little detail you might not be aware of, tho because you can delete your own barbed wire at any time (simply select it and hit the delete key), it really acts as a one-way door. This is why you ll occasionally see good players wire off the same chokepoint; if the passage is already blocked to the second player, he might as well deny the first one this luxury. By Gnug315 General Tip #31 - Control Groups [11/9/2006] If you have decent amount of soldiers, group them together by select the units you want, then press "Ctrl" + a number. ex. Ctrl + 1 for Riflemen Ctrl + 2 for HMGs Ctrl + 3 for supportive infantry etc. This will prevent you from getting panic when your enemy surprise attack you, you can fight back instantly by these short cut numbers. Also, although this feature is comfy, don just select them and fight because they tend to stick together(BIG target for rockets/bombs), u have to micro them to take hard cover as many as possible. By total90 General Tip #32 - Garrisoned Snipers [11/10/2006] Garrisoned Snipers have a number of advantages over ungarrisoned Snipers. They fire more quickly, inflicting the same amount of damage, and are basically immune to infantry charges. However, a lone Sniper in a building is a sitting duck for an enemy Sniper -- they can be killed in one hit. Use this to your advantage if you see a Garrisoned enemy Sniper as well. It is bets to Garrison a Sniper with another unit, be it an Engineer squad or a Heavy Machine Gun team. The enemy Sniper trying to get yours will hit the other unit in the building and yours will be free to snipe his in one shot. By Moony General Tip #33 - Riflemen vs Garrisoned MG s [11/13/2006] 2 Riflemen Sqd 1 Garrisoned HMG (No Grenades) Try this on semois. If the axis player garrisons a HMG in a building, take one rifleman squad and place it in a nearby building to take their fire. Once he s shooting at the first squad, move the 2nd squad in. Unless you approach from the same vector as the 1st squad (please don t, that s just silly) they won t get suppressed. This 2nd squad can walk right up to the garrisoned building and just shoot the crap outta the MG squad. The MG squad cannot change targets, they will keep on shooting at the rifler squad in the building. It s rather silly, but I ve had it done to me and I ve done it to others. By th15 General Tip #34 - Destroying Hedgerows [11/14/2006] Mid-game and with no unit to push through hedgerows, break out the mines. Place a mine or two (usually needs two) real close to or even under a piece of heavy hedgerow, step back and lob a grenade or have a stug shot at the mines. A new front has just been opened for attack for your armor and infantry. For less than 100 munitions it s possible to bypass nasty chokepoints, flank them, and catch them with their pants down. By tnx3 General Tip #35 - Tactical Map [11/27/2006] Using tactical map to track enemy movement, when you bring up the tactical map, you see all the points thats not in LOS in gray, when you select a unit. and hover your mouse over the points, you will see 1 of 2 things 1. the pointer will change to the capping icon, the white circle with a tail like thing 2. no change Translations 1. the point if not being capped 2. enemy is capping that point Scan the map early on will let you get a grip where your enemy is heading to and how many units he might have The tactical map also tell you which points are OPed without having to scout it out. if you see a high fuel point giving +26, you know its OPed and its best to bring a flamer if you wish to destory it Normal - OPed High 16 - 26 Med 10 - 18 Low 5 - 8 By Sturmtruppen General Tip #36 - Attack Ground [01/01/2007] Why is there an attack ground option? Well there are many uses, to destroy unmanned AT guns to gain experience and deny the enemy a free AT gun. Do destroy any hidden units or mines that you think might be somewhere but just can t see it. Another good use is to use it to purposely miss when the Allies have War Machine on. That way if you can soak up some damage you can just shoot the ground until the power is over. Also if you see a Tiger/Tiger Ace that has no guns and damaged engine just ignore it. Remember they can only get 1 Tiger Ace and 2 Tigers. If you leave it alone that will buy you time before he destory/repair that on and get another Tiger. By Neubine General Tip #37 - Pioneers vs Engineers [01/15/2007] Pioneers HP 140 Build Time 14 Build Manpower 120 Engineers HP 165 Build Time 21 Build Manpower 140 Now, I’m an axis player and I hear many complaints from other Axis players about the inability of Pioneers to compete in a fight with Engineers, but the HP difference is only 25, so if at all possible put your Pioneers in cover (even light) and they will stand a good chance of coming out victorious. Another bonus of Pioneers is that they build so quickly you are able to have more out quicker, early game, compared to engineers, giving you a short (but sometimes) helpful advantage rushing to a certain strategic point, or barb wiring off an area, while your first Pioneer builds you base. (Or vice versa, take your starting Pioneer and rush and your built one will begin constructing your Wehrmacht Quarters before the allies built Engineer would start building a barracks) One last bonus of Pioneers is the free wire cutters at tier 2, which you can have within the first 5 min of a game while allied engineers seem to never take time to upgrade wire cutters for 50 munitions. The main advantage of the Engineer is that it has the obvious 3 man squad, allowing you to overcome the pitiful 2 man Pioneers if you charge. This also aids in the survivability of a squad against Axis snipers therefore allowing you to rush one and kill him if lucky as well as providing a greater chance of preserving the upgrades (be it flamethrower or mine sweeper) of that squad. by BroVVn General Tip #38 - Medic Bunkers [01/22/2007] In 1vs1 games you rarley see medic bunkers being used, this is problably because people tend to overlook their usefulness. As long as you get casaulties (not deaths) from fighting, the medics will run over there, picking up the injured carrying them back to the bunker. Once they ve gathered enough injured you will get a new squad. Axis spawns a grenadier unit. Allies spawns a riflemen unit. build the bunker close to the fighting, this way you will get your new unit deployed in the middle of the battle. If you also combine this with Axis defensive doctrine you can reinforce any casualties sustained if you move your squad close to the bunker, much like a forward barracks. Just build your bunker in cover to make sure it doesent take to many hits from the enemy player. you could also garrison a MG42 in the Axis bunker to make it an Mg nest that spawns troops. By Status Quo General Tip #39 - Evading with Sniper [02/05/2007] If you see an enemy engineer or pioneer squad rushing at your sniper-don t retreat! Instead shoot down one of the squad and then unactivate camouflage and run back. The sniper will be able to move back at either the same or greater speed than the enemy engineer squad, so you won t be taking much damage from their SMGs. Just be sure that you stay away from close combat with the enemy squad and you ll be fine. Once their squad gives up the chase-have your sniper shoot them in the back. This tip works best against Engineers and Pioneers because their weapons are only good at close range combat and they have a low number of squad members-don t try and use it against riflemen! By General Grant General Tip #40 - Tanks [02/12/2007] Knowing all the best things to do when using a tank can save many of them. Make the tank face threats. The front of every vehicle is the strongest spot. Sometimes shells will even bounce off the tiger s front armour. Sometimes facing all your tanks at once won t work because they are being attacked from more than one direction. In this case, command them individually or try moving them back a bit. This should reduce the amount of directions your tanks are being attacked from. If you re still being attacked from a lot of directions, make your tanks face the center vector of the attacks. You will force a lot of the attacks to hit the front of the vehicle instead of the side. Use the tanks reload times. I m pretty sure this has been said before but Every tank has a long reload time (Except for the Flakpanzer of course.) You can use this time to move your tank into a place where it can deal more damage to the enemy tanks. Make sure you tell your tank to face the enemy after you move it. If the enemy hasn t noticed, they won t turn their tanks toward you until you ve done a lot of damage. Halt your vehicle just before it shoots then move again. The next time they reload, try moving to the back of the tanks (If they haven t already turned.) Do not try to go to the back on the first move. DO NOT BUNCH UP. If you bunch up your tanks, they are extremely vulnerable to artillery and other explosive attacks. If you have to, move your tanks individually. It will save you a lot of fuel. Retreating. Your tanks are low on health and you want to get them out of the battle. DO NOT turn them around. Individually tell them to drive backwards away from the enemy. Much less damage will be done to them because the front of the tank is being hit. This can save a lot of tanks. It is also a good idea to get your mortar to fire smoke between the enemy and your tanks. Flanking. If you re having a tanks vs tanks battle with your enemy, and you re sending in another group of tanks, DO NOT send the tanks to the same place your other tanks are. Send them to the opposite side of the tanks. You will do much more damage to the enemy, and they won t be able to "Face You" because you have tanks on both sides. If there is any AT, tell the new group of tanks to kill it first. Get close. If you don t have any time of weapon to "launch" on the enemy tanks in battle, but they do, make sure you get your tanks as close as possible to the enemy without allowing them to get behind you. They are much less likely to attack you with artillery. If they do, the artillery will probably be farther away from you than usual, because they don t want to damage themselves at all. By EarthHunter General Tip #41 - Cover [02/18/2007] Cover has many uses and is not simply something you stick your troops into when in a battle. If you know you have lost a skirmish and all you have left to do is retreat your squad, you may want to manuever them a few steps left or right so that their direct line to your HQ contains some cover. Retreating units already have a huge armor bonus, and when this is added to medium and high cover, the unit is almost invincible. This can prevent you from losing your squads while retreating. Also, if your unit is on a road (like the one in the middle of Angoville) try to avoid retreating them on the road because they will have negative cover - meaning their retreat armor bonus is severly decreased. Also, if you are charging another unit with your own, I. E. riflemen charge unupgraded volks, or mp40 d volks charge riflemen, etc, instead of simply beelining towards them over open ground, check to see if there is a line of bushes or a wall that you can run through to get to them. This way you decrease the odds of you losing too many men before you reach an advantageous distance from your enemy. If you have to charge an enemy across a road, try to stay on the sides of the road, most of the roads have ditches which are yellow or medium cover. Finally, cover can really buff otherwise weak units and give them a decisive advantage over the enemy. I m not just talking about sticking regular infantry in there, stick some pioneers in a bush with your mg and riflemen that try to flank and then run up close may find the nasty suprise of 4 mp40 s firing back. Also, when you are defending a postion, you can have your troops in your selected cover, and then use your tanks to run over bushes, walls, fences, etc, so that when the enemy does attack, he ll realize that there is no cover except yours! All in all, remember that cover is a major part of Company of Heroes and that it has equal significance in the early, middle, and late game. Remember that nearly everything in this game is cover - for example, sneak your infantry behind their lines, kill the AT guns and then use the unmanned AT gun as green or high cover! By Lewclan. General Tip #42 - Roadways [03/12/2007] Roadways are a terrain feature that is present in all 3 of the 1v1 maps. When vehicles traverse the map on a road they get a very significant speed bonus that makes traveling to a destination much less difficult. Though not confirmed I would say the speed bonus is about 1.5x their normal speed, making it worthwhile if you can. One of the dangers of road travel however is that your opponent may place mines on the roads, rendering it dangerous to travel on. A Mine Flail or a squad of Engineers with Minesweepers can make this a little less dangerous, and cost your opponent munitions while giving you a slight peace of mind. For the Axis, there are a couple benefits as well, mainly for StuGs. StuGs not only move faster on a road but they also TURN faster, making them able to keep up and shoot at circling Shermans, which is very handy in a tank battle. The same mine danger is present however, and you should be especially weary if you see M8s running around the battlefield. Here are some tactical map shots with the roadways marked with a red line Angoville Semois Sturzdorf So as you can see they are placed in very tactically viable positions on the map that are good for quick escapes or a speed boost in combat for any vehicle from jeeps and bikes to Pershings and Tigers. By Kleatus The Road Bonus Not only does the road impart a speed bonus to vehicles that travel down it, but it also imparts a "Turning Speed Bonus" to a StuG parked on it. (or any other tracked vehicle) A StuG on a road can keep up with a tank attempting to circle-strafe it and thus defend itself. By JohnHardtack General Tip #43 - Rally points from buildings [03/19/2007] This is a helpful feature from all buildings, you have the ability to send units where ever you want them as soon as they are built. Select the building and simply right click where you want them to go. You can set rally point to other units on the field so that any new unit will automatically go to where that unit is. Helpful with engineers to repair units. You can also set rally points to buildings that can be garrisoned and your units will automatically enter them and set up to attack when they arrive. Just be careful with this option and make sure no enemies beat you into the building you want to occupy. This is important throughout the game, always use this to start your troops moving in an appropriate direction instead of standing around in your base! Further, you can set the rally point from your HQ unto your first building and the first Engy/Pio who pops out will automatically start to help build! By hillhome General Tip #44 - Using Shift+Click [03/26/2007] Shift + Click is a method you can use to queue up orders for your units. This can be used in many different areas of the game and I list some ways of what this can be used for below. So say you are on Beaux Lowlands in the Allied normal starting position. You want your 2nd engineer in this game to go cap the strat point left of your base, the munitions in the lower left corner, and the fuel point right above that. Instead of trying to time your clicks so that you get back to the unit right when a point is capped do the following Click on your unit. Press down the shift key and hold it in. Click on the 3 points you want to capture with that unit (you can even do it from the tactical map!). Once all 3 are clicked let of the shift key and click off of that unit. It will then go about its ordered task to cap those points for you! This can also be used with the tactical map for even faster early capping order speed. Further, you can use the same thing, holding down shift and issuing orders to lay multiple different sections of wire, sandbags, mines or a mix of all three things! What will end up happening is that once you lay down a section you will need to right click, this will instantly bring up a new section attached to the one you just ordered to go in. Simply right click again to get out of that and move your mouse to what you want to wire/bag/mine next. Click or use the hotkeys for whichever wire/bag/mines you were working on building and put the next section where you want it to go. As soon as your unit is done with the first sections of wire/bag/mines it will move automatically to the next one until it dies or runs out of queued orders. Plus you can use this with your units to deliberately tell them where to go, say for instance you want to down by the river on the upper left side of Beaux to flank your enemy. This method allows you to do that instead of having those units charge towards the shallows like the normal pathing would tell them to do. Last, but not least, you can use this to help your tanks reverse and hide behind buildings. It is much easier to reverse and curve your reverse by using Shift + Click. Now go practice and learn new ways to use this method soldier! By hillhome To queue wire or mines, you have to know a little trick. Here is the key sequence to wire 2 seperate sections Say your first pio is busy building Wehrmacht Quarters in the South on Semois, and you want him to go wire the northwest pin, stopping your opponent from getting at that House and that hi-Ammo. While building, do this 1.Select the Pios 2.Click or use hotkey to "build defensive" 3.Click or use hotkey on "build wire" 4.HOLD SHIFT and left-click the hedges to start the wire 5.KEEP HOLDING SHIFT left-click to finish the wire 6.RIGHT-CLICK anywhere (this is the trick, this stops you from continuing to wire) 6a. insert It s a good idea to now HOLD SHIFT RIGHT CLICK them towards the next destination (this prevents them from funny pathing bugs and you can make sure you wind up on the correct side of the wire after you build it) 7.Click or use hotkey to "build defensive" again 8.Click "build wire" 9.HOLD DOWN SHIFT left-click to start the next wire location by the road 10.KEEP HOLDING SHIFT drag the wire into the little lake, left-click to finish the wire 11.RIGHT-CLICK to break the wiring pattern 12.Now HOLD SHIFT right-click to go cap the +16 ammo that you just secured! If you want to wire a box, you can just keep shift-left-clicking and draw the four points of the box. When you want to stop wiring and go on to something else, just right click anywhere. Same is true for mines. Building single mines in different locations is far more effective than stringing a line of mines (which all blow up at once and usually only do 1 mine s worth of damage). 1.Select the Pios 2.Click or use hotkey to "build defensive" 3.Click "build mines" 4.Left-click a location to start 5.Spin them to the perfect spot and left-click again to finish the mines 6.HOLD SHIFT right-click them to move to the next mining spot 7.Click "build defensive" 8.Click "build mines" 9.HOLD SHIFT left-click to place the mine 10.KEEP HOLDING SHIFT left-click again to finish the mine 11.Right-click anywhere to stop stringing mines 12.HOLD SHIFT right-click your Pios to some cover near by (never hang around your mines or you may get blown up by them) note whether or not you hold shift while clicking "build defensive" and "build mines" is unimportant By AmiPolizeiFunk General Tip #45 - Tabbing Units [04/02/2007] General Tip #46 - Camo-Counters [04/09/2007] General Tip #47 - Countering Barbed Wire [04/16/2007] General Tip #48 - Control Sectors [04/30/07] General Tip #49 - Unit/Resource Management [05/06/07] General Tip #50 - Selective Exiting [05/14/07] General Tip #51 - MG/Sniper Counter [28/05/07] General Tip #52 - The Dead Have Eyes [04/06/2007] General Tip #53 - Targetting in Large Scale Engagements [6/10/07] General Tip #54 - Overextending [7/02/07] General Tip #55 - Anti-spam [7/16/07] General Tip #56 - Early Game Tips [7/30/07] General Tip #57 - Advanced Mine Tactics [12/8/07] General Tip #58 - Pursuing and retreating [30/8/07]
https://w.atwiki.jp/openx/pages/25.html
概要 設定を確認し、問題が捕捉されたら表示する 引数 なし 実装 function OX_initialSystemCheck(){ $errorUrl = http //www.openx.org/help/2.8/pre-init-error/ ; OX_checkSystemInstalled()参照 $installed = OX_checkSystemInstalled(); $aErrors = array(); $erorCode = OX_checkSystemInitialRequirements($aErrors); if ($erorCode !== true) { $imageRelativePath = ./www/admin/precheck/ ; // Do functions strpos parse_url exist? If so, try to // guess the proper relative path... if ($erorCode != -2) { // Checking if URL include www or admin in path if (strpos($_SERVER[ REQUEST_URI ], /www/admin/ ) !== false) { $imageRelativePath = ./precheck/ ; } else if (strpos($_SERVER[ REQUEST_URI ], /www/ ) !== false) { $imageRelativePath = ./admin/precheck/ ; } } CSSの設定 // We always trying show images in CSS $bodyBackground = url( {$imageRelativePath}body_piksel.gif ) repeat-x ; $liBackground = background url( {$imageRelativePath}list_element.gif ) no-repeat; ; $openXLogo = background url( {$imageRelativePath}openx_logo.gif ) no-repeat; ; $message = !DOCTYPE html PUBLIC -//W3C//DTD XHTML 1.0 Transitional//EN http //www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd html xmlns= http //www.w3.org/1999/xhtml xml lang= en lang= en head meta http-equiv= Content-Type content= text/html; charset=UTF-8 / meta name= Keywords content= / meta name= Description content= / title php Error page /title style type= text/css body { margin 0; background #fff . $bodyBackground . ; font-family Arial, Helvetica, sans-serif; font 12px Arial; color #747474; } h1 { width 80%; font 26px Arial; color #000; } h2 { width 80%; font 12px Arial; color #747474; margin-top 20px; } .error_container { margin-top 80px; margin-left 93px; } .error_list { width 80%; padding-left 33px; padding-top 15px; padding-bottom 15px; line-height 18px; border-top 1px solid #eee; border-bottom 1px solid #eee; } ul { list-style-type none; list-style-position outside; padding 0px; padding-top 10px; margin 0px; margin-left 15px; } li { .$liBackground. padding-left 10px; } .help_link active, .help_link link, .help_link visited { color #0767a8; text-decoration none; } .help_link hover { color #0767a8; text-decoration underline; } .logo_image { .$openXLogo. width 173px; height 60px; } /style /head body div class= logo_image nbsp; /div div class= error_container ; if ($installed) { $message .= h1 Sorry, but OpenX cannot currently run on your machine /h1 ; } else { $message .= h1 Sorry, but the OpenX installer system cannot currently be started /h1 ; } $message .= div class= error_list Detected problem ; if (count($aErrors) 1) { $message .= s ; } $message .= ul ; echo $message; foreach ($aErrors as $errorMessage) { echo li {$errorMessage} /li ; } $message = /ul /div h2 Please see our a href= .$errorUrl. class= help_link documentation /a for help with the above error ; if (count($aErrors) 1) { $message .= s ; } $message .= . /h2 /div /body /html ; echo $message; // Terminate execution exit; } } コメント
https://w.atwiki.jp/nigamushi/pages/51.html
A ACOS ASIN ATAN ATANFULL ABS ARRAY INDEX TO BOTTOM ARRAY INDEX TO TOP ARRAY INDEX VALID ARRAY COUNT ARRAY INSERT AT BOTTOM ARRAY INSERT AT TOP ARRAY INSERT AT ELEMENT ARRAY DELETE ELEMENT ADD TO QUEUE ADD TO STACK ARRAY INDEX TO QUEUE ARRAY INDEX TO STACK ASC APPNAME$ ANIMATION EXIST ANIMATION HEIGHT ANIMATION LOOPING ANIMATION PAUSED ANIMATION PLAYING ANIMATION POSITION X ANIMATION POSITION Y ANIMATION WIDTH ANIMATION VOLUME ANIMATION SPEED ALWAYS ACTIVE ON ALWAYS ACTIVE OFF AUTOCAM ON AUTOCAM OFF ADD LIMB APPEND OBJECT APPEND OBJECT ANIMATION ATTACH OBJECT TO STATIC ALPHABLENDING AVAILABLE ALPHA AVAILABLE ALPHACOMPARISON AVAILABLE ANISTROPICFILTERING AVAILABLE ANTIALIAS AVAILABLE AUTOMATIC OBJECT COLLISION AUTOMATIC CAMERA COLLISION ADD MATRIX4 ADD VECTOR2 ADD VECTOR3 ADD VECTOR4 B BREAK BIN$ BOX BLUR BITMAP BITMAP EXIST BITMAP WIDTH BITMAP HEIGHT BITMAP DEPTH BITMAP MIRRORED BITMAP FLIPPED BACKDROP ON BACKDROP OFF BLITSYSTOLOCAL AVAILABLE BSP COLLISION HIT BSP COLLISION X BSP COLLISION Y BSP COLLISION Z BUILD LOOKAT LHMATRIX4 BUILD LOOKAT RHMATRIX4 BUILD ORTHO LHMATRIX4 BUILD ORTHO RHMATRIX4 BUILD FOV LHMATRIX4 BUILD FOV RHMATRIX4 BUILD PERSPECTIVE LHMATRIX4 BUILD PERSPECTIVE RHMATRIX4 BUILD REFLECTION MATRIX4 BUILD ROTATION AXIS MATRIX4 BCC VECTOR2 BCC VECTOR3 BCC VECTOR4 C CLS COS CASE DEFAULT CASE CL$ CURVEVALUE CURVEANGLE COPY MEMORY CHECK DISPLAY MODE CURRENT GRAPHICS CARD$ CHR$ CENTER TEXT CIRCLE CREATE ANIMATED SPRITE CLONE SPRITE CLEAR ENTRY BUFFER CONTROLKEY CONTROL DEVICE NAME$ CONTROL DEVICE X CONTROL DEVICE Y CONTROL DEVICE Z CHANGE MOUSE CHECKLIST QUANTITY CHECKLIST VALUE A CHECKLIST VALUE B CHECKLIST VALUE C CHECKLIST VALUE D CHECKLIST STRING$ CALL DLL CLOSE FILE COPY FILE CD CHANGE MESH FROM MEMBLOCK COPY MEMBLOCK CREATE BITMAP COPY BITMAP CURRENT BITMAP CREATE NET GAME CREATE NET PLAYER CLEAR CAMERA VIEW CAMERA POSITION X CAMERA POSITION Y CAMERA POSITION Z CAMERA ANGLE X CAMERA ANGLE Y CAMERA ANGLE Z COLOR BACKDROP CONTROL CAMERA USING ARROWKEYS COLOR LIGHT COLOR AMBIENT LIGHT CHANGE MESH CLEAR ALL OBJECT KEYFRAMES CLEAR OBJECT KEYFRAME COLOR OBJECT COLOR LIMB CHECK LIMB LINK CLONE OBJECT CREATE VERTEX SHADER FROM FILE CALIBRATEGAMMA AVAILABLE CLIPANDSCALEPOINTS AVAILABLE CLIPTLVERTS AVAILABLE COLORPERSPECTIVE AVAILABLE COLORWRITEENABLE AVAILABLE CUBEMAP AVAILABLE CULLCCW AVAILABLE CULLCW AVAILABLE CREATE PIXEL SHADER FROM FILE CONVERT OBJECT FVF CATMULLROM VECTOR2 CATMULLROM VECTOR3 CATMULLROM VECTOR4 COPY MATRIX4 COPY VECTOR2 COPY VECTOR3 COPY VECTOR4 CROSS PRODUCT VECTOR3 CCW VECTOR2 COLOR PARTICLES CLONE SOUND D DATA DIM DO DEC DRAW TO BACK DRAW TO FRONT DRAW SPRITES FIRST DRAW SPRITES LAST DELETE MEMORY DELETE IMAGE DOT DELETE SPRITE DOWNKEY DELETE DLL DLL EXIST DLL CALL EXIST DISABLE ESCAPEKEY DISABLE SYSTEMKEYS DELETE DIRECTORY DELETE FILE DIR DRIVELIST DELETE MEMBLOCK DELETE ANIMATION DELETE BITMAP DEFAULT NET GAME DELETE CAMERA DELETE LIGHT DELETE MATRIX DELETE OBJECT COLLISION BOX DELETE OBJECT DELETE MESH DETACH OBJECT FROM STATIC DISABLE STATIC OCCLUSION DISABLE OBJECT ZDEPTH DELETE STATIC OBJECTS DISABLE TNL DITHER AVAILABLE DELETE VERTEX SHADER DELETE PIXEL SHADER DISABLE OBJECT ZREAD DISABLE OBJECT ZWRITE DELETE EFFECT DELETE BSP DELETE TERRAIN DELETE MATRIX4 DELETE VECTOR2 DELETE VECTOR3 DELETE VECTOR4 DIVIDE MATRIX4 DIVIDE VECTOR2 DIVIDE VECTOR3 DIVIDE VECTOR4 DOT PRODUCT VECTOR2 DOT PRODUCT VECTOR3 DELETE PARTICLES DELETE MUSIC DELETE SOUND E ELSE END ENDCASE ENDIF ENDSELECT ENDWHILE EXIT EXITFUNCTION EXP ENDFUNCTION EMPTY ARRAY EMULATION MODE ELLIPSE ENTRY$ ESCAPEKEY EMPTY CHECKLIST ENABLE ESCAPEKEY ENABLE SYSTEMKEYS EXIT PROMPT EXECUTE FILE ENABLE STATIC OCCLUSION ENABLE OBJECT ZDEPTH ENABLE TNL ENABLE OBJECT ZREAD ENABLE OBJECT ZWRITE EFFECT EXIST F FOR FUNCTION FASTSYNC FILL MEMORY FLIP SPRITE FORCE UP FORCE DOWN FORCE LEFT FORCE RIGHT FORCE ANGLE FORCE NO EFFECT FORCE WATER EFFECT FORCE SHOOT FORCE CHAINSAW FORCE IMPACT FORCE AUTO CENTER ON FORCE AUTO CENTER OFF FILE END FILE EXIST FILE OPEN FILE SIZE FIND FIRST FIND NEXT FTP CONNECT FTP DELETE FILE FTP DISCONNECT FTP FIND FIRST FTP FIND NEXT FTP GET FILE FTP PROCEED FTP PUT FILE FTP SET DIR FTP TERMINATE FLIP BITMAP FADE BITMAP FREE NET GAME FREE NET PLAYER FOG ON FOG OFF FOG COLOR FOG DISTANCE FILL MATRIX FADE OBJECT FIX OBJECT PIVOT FILTERING AVAILABLE FOG AVAILABLE FLUSH VIDEO MEMORY FOGRANGE AVAILABLE FOGTABLE AVAILABLE FOGVERTEX AVAILABLE FULLSCREENGAMMA AVAILABLE G GOSUB GOTO GET DATE$ GET TIME$ GET BACKBUFFER PTR GET BACKBUFFER WIDTH GET BACKBUFFER HEIGHT GET BACKBUFFER DEPTH GET BACKBUFFER PITCH GET IMAGE GET PIXELS POINTER GET PIXELS PITCH GET CLIPBOARD$ GET REGISTRY GET REGISTRY$ GET DIR$ GET FILE DATE$ GET FILE NAME$ GET FILE TYPE GET FILE CREATION$ GET FTP DIR$ GET FTP ERROR$ GET FTP FAILURE GET FTP FILE NAME$ GET FTP FILE SIZE GET FTP FILE TYPE GET FTP PROGRESS GET FTP STATUS GET MEMBLOCK PTR GET MEMBLOCK SIZE GET NET MESSAGE GHOST MATRIX ON GHOST MATRIX OFF GET GROUND HEIGHT GET MATRIX HEIGHT GET OBJECT COLLISION X GET OBJECT COLLISION Y GET OBJECT COLLISION Z GHOST OBJECT OFF GHOST OBJECT ON GLUE OBJECT TO LIMB GET STATIC COLLISION HIT GET STATIC COLLISION X GET STATIC COLLISION Y GET STATIC COLLISION Z GET DEVICE TYPE GET MAXIMUM LIGHTS GET MAXIMUM PIXEL SHADER VALUE GET MAXIMUM TEXTURE HEIGHT GET MAXIMUM TEXTURE WIDTH GET MAXIMUM VERTEX SHADER CONSTANTS GET MAXIMUM VOLUME EXTENT GET MAXIMUM PIXEL SHADER VERSION GET MAXIMUM VERTEX SHADER VERSION GET PICK VECTOR X GET PICK VECTOR Y GET PICK VECTOR Z GET PICK DISTANCE GET TERRAIN HEIGHT GET TOTAL TERRAIN HEIGHT GHOST PARTICLES ON GHOST PARTICLES OFF GET NUMBER OF CD TRACKS H HCOS HSIN HTAN HIDE WINDOW HEX$ HIDE SPRITE HIDE ALL SPRITES HIDE MOUSE HIDE LIGHT HIDE OBJECT HIDE LIMB HIDE OBJECT BOUNDS HERMITE VECTOR2 HERMITE VECTOR3 HERMITE VECTOR4 HIDE PARTICLES I INPUT INKEY$ IF INT INC IMAGE EXIST INK INTERSECT OBJECT INSTANCE OBJECT INVERSE MATRIX4 IS EQUAL MATRIX4 IS EQUAL VECTOR2 IS EQUAL VECTOR3 IS EQUAL VECTOR4 IS IDENTITY MATRIX4 J JOYSTICK UP JOYSTICK DOWN JOYSTICK LEFT JOYSTICK RIGHT JOYSTICK X JOYSTICK Y JOYSTICK Z JOYSTICK FIRE A JOYSTICK FIRE B JOYSTICK FIRE C JOYSTICK FIRE D JOYSTICK FIRE X JOYSTICK SLIDER A JOYSTICK SLIDER B JOYSTICK SLIDER C JOYSTICK SLIDER D JOYSTICK TWIST X JOYSTICK TWIST Y JOYSTICK TWIST Z JOYSTICK HAT ANGLE JOIN NET GAME K KEYSTATE L LOOP LOAD ARRAY LOCK BACKBUFFER LEFT$ LEN LOWER$ LOAD IMAGE LINE LOCK PIXELS LEFTKEY LOAD DLL LOAD ANIMATION LOOP ANIMATION LOAD DVD ANIMATION LOAD BITMAP LIGHT DIRECTION X LIGHT DIRECTION Y LIGHT DIRECTION Z LIGHT POSITION X LIGHT POSITION Y LIGHT POSITION Z LIGHT EXIST LIGHT RANGE LIGHT TYPE LIGHT VISIBLE LOAD OBJECT LOOP OBJECT LIMB ANGLE X LIMB ANGLE Y LIMB ANGLE Z LIMB EXIST LIMB NAME$ LIMB OFFSET X LIMB OFFSET Y LIMB OFFSET Z LIMB SCALE X LIMB SCALE Y LIMB SCALE Z LIMB TEXTURE NAME LIMB TEXTURE LIMB VISIBLE LIMB DIRECTION X LIMB DIRECTION Y LIMB DIRECTION Z LIMB POSITION X LIMB POSITION Y LIMB POSITION Z LINK LIMB LOAD MESH LOAD STATIC OBJECTS LOCK OBJECT OFF LOCK OBJECT ON LOAD EFFECT LOAD BSP LENGTH VECTOR2 LENGTH VECTOR3 LENGTH VECTOR4 LINEAR INTERPOLATE VECTOR2 LINEAR INTERPOLATE VECTOR3 LINEAR INTERPOLATE VECTOR4 LOAD MUSIC LOOP MUSIC LOAD CDMUSIC LOAD 3DSOUND LOAD SOUND LOOP SOUND LISTENER ANGLE X LISTENER ANGLE Y LISTENER ANGLE Z LISTENER POSITION X LISTENER POSITION Y LISTENER POSITION Z M MAKE MEMORY MAXIMIZE WINDOW MINIMIZE WINDOW MID$ MIRROR SPRITE MOVE SPRITE MOUSECLICK MOUSEMOVEX MOUSEMOVEY MOUSEMOVEZ MOUSEX MOUSEY MOUSEZ MAKE DIRECTORY MAKE FILE MAKE MEMBLOCK FROM FILE MOVE FILE MAKE FILE FROM MEMBLOCK MAKE BITMAP FROM MEMBLOCK MAKE IMAGE FROM MEMBLOCK MAKE MEMBLOCK FROM BITMAP MAKE MEMBLOCK FROM IMAGE MAKE MEMBLOCK FROM MESH MAKE MEMBLOCK FROM SOUND MAKE MESH FROM MEMBLOCK MAKE SOUND FROM MEMBLOCK MAKE MEMBLOCK MEMBLOCK EXIST MEMBLOCK BYTE MEMBLOCK DWORD MEMBLOCK FLOAT MEMBLOCK WORD MIRROR BITMAP MOVE CAMERA MAKE CAMERA MAKE LIGHT MAKE MATRIX MATRIX EXIST MATRIX POSITION X MATRIX POSITION Y MATRIX POSITION Z MATRIX TILE COUNT MATRIX TILES EXIST MATRIX WIREFRAME STATE MESH EXIST MAKE OBJECT BOX MAKE OBJECT COLLISION BOX MAKE OBJECT CONE MAKE OBJECT CUBE MAKE OBJECT CYLINDER MAKE MESH FROM OBJECT MAKE STATIC COLLISION BOX MAKE OBJECT FROM LIMB MAKE OBJECT PLAIN MAKE OBJECT SPHERE MAKE OBJECT TRIANGLE MOVE OBJECT MAKE OBJECT MAKE STATIC OBJECT MOVE OBJECT DOWN MOVE OBJECT LEFT MOVE OBJECT RIGHT MOVE OBJECT UP MIPCUBEMAP AVAILABLE MIPMAP AVAILABLE MIPMAPLODBIAS AVAILABLE MIPMAPVOLUME AVAILABLE MAKE TERRAIN MAKE MATRIX4 MAKE VECTOR2 MAKE VECTOR3 MAKE VECTOR4 MAXIMIZE VECTOR2 MAXIMIZE VECTOR3 MAXIMIZE VECTOR4 MINIMIZE VECTOR2 MINIMIZE VECTOR3 MINIMIZE VECTOR4 MULTIPLY MATRIX4 MULTIPLY VECTOR2 MULTIPLY VECTOR3 MULTIPLY VECTOR4 MAKE SNOW PARTICLES MAKE PARTICLES MAKE FIRE PARTICLES MUSIC EXIST MUSIC LOOPING MUSIC PAUSED MUSIC PLAYING MUSIC SPEED MUSIC VOLUME N NEXT NEWXVALUE NEWYVALUE NEWZVALUE NEXT ARRAY INDEX NET MESSAGE INTEGER NET MESSAGE FLOAT NET MESSAGE STRING$ NET MESSAGE IMAGE NET MESSAGE MESH NET MESSAGE SOUND NET MESSAGE MEMBLOCK NET MESSAGE BITMAP NET GAME EXISTS NET GAME NOW HOSTING NET GAME LOST NET MESSAGE EXISTS NET MESSAGE PLAYER FROM NET MESSAGE PLAYER TO NET MESSAGE TYPE NET PLAYER DESTROYED NET PLAYER CREATED NET BUFFER SIZE NONPOWTEXTURES AVAILABLE NONLOCALVIDEOMEMORY AVAILABLE NORMALIZE VECTOR2 NORMALIZE VECTOR3 NORMALIZE VECTOR4 O OFFSET SPRITE OPEN TO READ OPEN TO WRITE OBJECT COLLISION OBJECT EXIST OBJECT FRAME OBJECT HIT OBJECT IN SCREEN OBJECT INTERPOLATION OBJECT LOOPING OBJECT PLAYING OBJECT SCREEN X OBJECT SCREEN Y OBJECT SIZE OBJECT SPEED OBJECT VISIBLE OBJECT POSITION X OBJECT POSITION Y OBJECT POSITION Z OBJECT SIZE X OBJECT SIZE Y OBJECT SIZE Z OBJECT ANGLE X OBJECT ANGLE Y OBJECT ANGLE Z OFFSET LIMB OBJECT COLLISION RADIUS OBJECT COLLISION CENTER X OBJECT COLLISION CENTER Y OBJECT COLLISION CENTER Z ONLYSQUARETEXTURES AVAILABLE P PRINT PRINTC PREVIOUS ARRAY INDEX PERFORM CHECKLIST FOR DISPLAY MODES PERFORM CHECKLIST FOR GRAPHICS CARDS PERFORM CHECKLIST FOR FONTS PASTE IMAGE POINT PASTE SPRITE PLAY SPRITE POSITION MOUSE PERFORM CHECKLIST FOR CONTROL DEVICES PERFORM CHECKLIST FOR DRIVES PERFORM CHECKLIST FOR FILES PATH EXIST PLAY ANIMATION PAUSE ANIMATION PLACE ANIMATION PLAY ANIMATION TO IMAGE PERFORM CHECKLIST FOR NET CONNECTIONS PERFORM CHECKLIST FOR NET SESSIONS PERFORM CHECKLIST FOR NET PLAYERS PITCH CAMERA UP PITCH CAMERA DOWN POINT CAMERA POSITION CAMERA POINT LIGHT POSITION LIGHT POSITION MATRIX PREPARE MATRIX TEXTURE PERFORM CHECKLIST FOR OBJECT LIMBS PITCH OBJECT DOWN PITCH OBJECT UP PLAY OBJECT POINT OBJECT POSITION OBJECT PERSPECTIVETEXTURES AVAILABLE PROJECTEDTEXTURES AVAILABLE PIXEL SHADER EXIST PERFORM CHECKLIST FOR EFFECT VALUES PERFORM CHECKLIST FOR EFFECT ERRORS PICK OBJECT PICK SCREEN PROCESS BSP COLLISION POSITION TERRAIN PROJECTION MATRIX4 PROJECT VECTOR3 PARTICLES EXIST PARTICLES POSITION X PARTICLES POSITION Y PARTICLES POSITION Z POSITION PARTICLES POSITION PARTICLE EMISSIONS PAUSE MUSIC PLAY MUSIC PAUSE SOUND PLAY SOUND POSITION SOUND POSITION LISTENER Q R RND REM REMEND REMSTART REPEAT RESTORE RETURN READ RANDOMIZE REMOVE FROM QUEUE REMOVE FROM STACK RESTORE WINDOW RIGHT$ ROTATE IMAGE RGB RGBR RGBG RGBB ROTATE SPRITE RIGHTKEY RETURNKEY READ BYTE READ FILE READ DIRBLOCK READ FILEBLOCK READ FLOAT READ LONG READ MEMBLOCK READ STRING READ WORD RENAME FILE READ BYTE FROM FILE RESUME ANIMATION ROLL CAMERA LEFT ROLL CAMERA RIGHT ROTATE CAMERA ROTATE LIGHT RANDOMIZE MATRIX ROTATE OBJECT ROLL OBJECT LEFT ROLL OBJECT RIGHT ROTATE LIMB RENDERAFTERFLIP AVAILABLE RENDERWINDOWED AVAILABLE REMOVE LIMB ROTATE X MATRIX4 ROTATE Y MATRIX4 ROTATE YPR MATRIX4 ROTATE Z MATRIX4 ROTATE PARTICLES RESUME MUSIC RECORD SOUND RESUME SOUND ROTATE LISTENER S SET CURSOR SYNC ON SYNC OFF SYNC SYNC RATE SELECT STEP SIN SQRT SLEEP SUSPEND FOR KEY SUSPEND FOR MOUSE SAVE ARRAY SCREEN FPS SCREEN DEPTH SCREEN HEIGHT SCREEN INVALID SCREEN TYPE SCREEN WIDTH SET DISPLAY MODE SET EMULATION ON SET EMULATION OFF SET GAMMA SET GRAPHICS CARD SHOW WINDOW SET WINDOW LAYOUT SET WINDOW ON SET WINDOW OFF SET WINDOW SIZE SET WINDOW POSITION SET WINDOW TITLE STR$ SET TEXT OPAQUE SET TEXT TRANSPARENT SET TEXT FONT SET TEXT SIZE SET TEXT TO NORMAL SET TEXT TO ITALIC SET TEXT TO BOLD SET TEXT TO BOLDITALIC SPACE$ SAVE IMAGE SET IMAGE COLORKEY SPRITE SET SPRITE SIZE SPRITE SCALE SPRITE STRETCH SPRITE SHOW SPRITE SHOW ALL SPRITES SPRITE EXIST SPRITE X SPRITE Y SPRITE OFFSET X SPRITE OFFSET Y SPRITE WIDTH SPRITE HEIGHT SPRITE IMAGE SPRITE SCALE X SPRITE SCALE Y SPRITE MIRRORED SPRITE FLIPPED SPRITE HIT SPRITE COLLISION SET SPRITE ALPHA SET SPRITE DIFFUSE SET SPRITE TEXTURE COORD SET SPRITE FRAME SET SPRITE IMAGE SPRITE ANGLE SPRITE ALPHA SPRITE RED SPRITE GREEN SPRITE BLUE SPRITE FRAME SET SPRITE PRIORITY SPRITE VISIBLE SCANCODE SHOW MOUSE SHIFTKEY SPACEKEY SET CONTROL DEVICE SYSTEM TMEM AVAILABLE SYSTEM DMEM AVAILABLE SYSTEM SMEM AVAILABLE SET DIR SKIP BYTES STOP ANIMATION SET ANIMATION VOLUME SET ANIMATION SPEED SET DVD CHAPTER SAVE BITMAP SET CURRENT BITMAP SET NET CONNECTION SEND NET MESSAGE INTEGER SEND NET MESSAGE FLOAT SEND NET MESSAGE STRING SEND NET MESSAGE MEMBLOCK SEND NET MESSAGE IMAGE SEND NET MESSAGE BITMAP SEND NET MESSAGE SOUND SEND NET MESSAGE MESH SET CAMERA FOV SET CAMERA RANGE SET CAMERA VIEW SET CAMERA ROTATION XYZ SET CAMERA ROTATION ZYX SET CAMERA TO FOLLOW SET CAMERA TO OBJECT ORIENTATION SCROLL BACKDROP SET CURRENT CAMERA SET CAMERA TO IMAGE SET VECTOR3 TO CAMERA POSITION SET VECTOR3 TO CAMERA ROTATION SET CAMERA ASPECT SHOW LIGHT SET DIRECTIONAL LIGHT SET LIGHT RANGE SET LIGHT TO OBJECT ORIENTATION SET LIGHT TO OBJECT POSITION SET POINT LIGHT SET SPOT LIGHT SET AMBIENT LIGHT SET NORMALIZATION OFF SET NORMALIZATION ON SET VECTOR3 TO LIGHT POSITION SET VECTOR3 TO LIGHT ROTATION SET MATRIX WIREFRAME ON SET MATRIX HEIGHT SET MATRIX NORMAL SET MATRIX TEXTURE SET MATRIX TILE SET MATRIX WIREFRAME OFF SET MATRIX SHIFT MATRIX DOWN SHIFT MATRIX LEFT SHIFT MATRIX RIGHT SHIFT MATRIX UP SET VECTOR3 TO MATRIX POSITION SET MATRIX TRIM SET MATRIX PRIORITY STATIC LINE OF SIGHT X STATIC LINE OF SIGHT Y STATIC LINE OF SIGHT Z SAVE OBJECT ANIMATION SAVE STATIC OBJECTS SCALE OBJECT SCALE LIMB SCALE LIMB TEXTURE SCALE OBJECT TEXTURE SCROLL LIMB TEXTURE SCROLL OBJECT TEXTURE SET OBJECT SET OBJECT COLLISION OFF SET OBJECT COLLISION ON SET OBJECT COLLISION TO BOXES SET OBJECT COLLISION TO POLYGONS SET OBJECT COLLISION TO SPHERES SET OBJECT FRAME SET GLOBAL COLLISION OFF SET GLOBAL COLLISION ON SET OBJECT INTERPOLATION SET OBJECT KEYFRAME SET MIPMAP MODE SET STATIC OBJECTS TEXTURE SET OBJECT ROTATION XYZ SET OBJECT ROTATION ZYX SET OBJECT SPEED SET OBJECT TEXTURE SET OBJECT TO CAMERA ORIENTATION SET OBJECT TO OBJECT ORIENTATION SHOW OBJECT SHOW LIMB STOP OBJECT STATIC LINE OF SIGHT SET BUMP MAPPING ON SET CARTOON SHADING ON SET SPHERE MAPPING ON SET STATIC OBJECTS WIREFRAME ON SET STATIC OBJECTS WIREFRAME OFF STATISTIC SET OBJECT AMBIENT SET OBJECT CULL SET DETAIL MAPPING ON SET OBJECT FILTER SET OBJECT FOG SET OBJECT LIGHT SET LIGHT MAPPING ON SET OBJECT RADIUS SET OBJECT TRANSPARENCY SET VERTEX SHADER MATRIX SET VERTEX SHADER OFF SET VERTEX SHADER ON SET VERTEX SHADER STREAM SET VERTEX SHADER STREAMCOUNT SET VERTEX SHADER VECTOR SET OBJECT WIREFRAME SEPERATETEXTUREMEMORIES AVAILABLE SET CUBE MAPPING ON SET BLEND MAPPING ON SAVE MESH SET RAINBOW SHADING ON SET SHADOW SHADING ON SET REFLECTION SHADING ON SET PIXEL SHADER ON SET PIXEL SHADER OFF SET PIXEL SHADER TEXTURE SET TEXTURE MD3 SHOW OBJECT BOUNDS SET OBJECT SMOOTHING SET LIMB SMOOTHING SET EFFECT ON SET ALPHA MAPPING ON SET OBJECT DIFFUSE SET OBJECT AMBIENCE SET OBJECT SPECULAR SET OBJECT EMISSIVE SET OBJECT SPECULAR POWER SET OBJECT EFFECT SET LIMB EFFECT SET EFFECT CONSTANT FLOAT SET EFFECT TRANSPOSE SET EFFECT CONSTANT BOOLEAN SET EFFECT CONSTANT INTEGER SET EFFECT CONSTANT VECTOR SET EFFECT CONSTANT MATRIX SET EFFECT TECHNIQUE SET SHADING OFF SET BSP CAMERA COLLISION SET BSP OBJECT COLLISION SET BSP CAMERA SET BSP COLLISION OFF SET BSP COLLISION THRESHHOLD SET BSP CAMERA COLLISION RADIUS SET BSP MULTITEXTURING ON SET BSP MULTITEXTURING OFF SET BSP OBJECT COLLISION RADIUS SET BSP COLLISION HEIGHT ADJUSTMENT SQUARED LENGTH VECTOR2 SQUARED LENGTH VECTOR3 SQUARED LENGTH VECTOR4 SCALE MATRIX4 SCALE VECTOR2 SCALE VECTOR3 SCALE VECTOR4 SET IDENTITY MATRIX4 SET VECTOR2 SET VECTOR3 SET VECTOR4 SUBTRACT MATRIX4 SUBTRACT VECTOR2 SUBTRACT VECTOR3 SUBTRACT VECTOR4 SET PARTICLE EMISSIONS SET PARTICLE SPEED SET PARTICLE VELOCITY SHOW PARTICLES SET PARTICLE GRAVITY SET PARTICLE CHAOS SET PARTICLE LIFE SET PARTICLE FLOOR SET VECTOR3 TO PARTICLES POSITION SET VECTOR3 TO PARTICLES ROTATION SET MUSIC VOLUME STOP MUSIC SET MUSIC SPEED SAVE SOUND SET SOUND PAN SET SOUND SPEED SET SOUND VOLUME STOP RECORDING SOUND STOP SOUND SOUND EXIST SOUND LOOPING SOUND PAN SOUND PAUSED SOUND PLAYING SOUND POSITION X SOUND POSITION Y SOUND POSITION Z SOUND SPEED SOUND TYPE SOUND VOLUME SCALE LISTENER SET EAX T TIMER TAN TEXT TEXT BACKGROUND TYPE TEXT FONT$ TEXT SIZE TEXT STYLE TEXT WIDTH TEXT HEIGHT TOTAL DVD CHAPTERS TURN CAMERA LEFT TURN CAMERA RIGHT TEXTURE BACKDROP TOTAL OBJECT FRAMES TEXTURE OBJECT TEXTURE LIMB TURN OBJECT LEFT TURN OBJECT RIGHT TNL AVAILABLE TLVERTEXSYSTEMMEMORY AVAILABLE TLVERTEXVIDEOMEMORY AVAILABLE TEXTURESYSTEMMEMORY AVAILABLE TEXTUREVIDEOMEMORY AVAILABLE TERRAIN EXIST TERRAIN POSITION X TERRAIN POSITION Y TERRAIN POSITION Z TEXTURE TERRAIN TRANSFORM VECTOR4 TRANSFORM COORDS VECTOR2 TRANSFORM COORDS VECTOR3 TRANSFORM NORMALS VECTOR3 TRANSLATE MATRIX4 TRANSPOSE MATRIX4 U UNDIM UNTIL UNLOCK BACKBUFFER UPPER$ UNLOCK PIXELS UPKEY UPDATE MATRIX UNGLUE OBJECT V VAL VOLUMEMAP AVAILABLE VERTEX SHADER EXIST VIEW MATRIX4 W WHILE WAIT KEY WAIT MOUSE WAIT WRAPVALUE WRITE TO CLIPBOARD WRITE TO REGISTRY WRITE STRING TO REGISTRY WINDIR$ WRITE WORD WRITE BYTE WRITE LONG WRITE DIRBLOCK WRITE FILEBLOCK WRITE FLOAT WRITE FILE WRITE MEMBLOCK WRITE STRING WRITE BYTE TO FILE WRITE MEMBLOCK BYTE WRITE MEMBLOCK DWORD WRITE MEMBLOCK FLOAT WRITE MEMBLOCK WORD WBUFFER AVAILABLE WFOG AVAILABLE W VECTOR4 WORLD MATRIX4 X XROTATE CAMERA XROTATE OBJECT X VECTOR2 X VECTOR3 X VECTOR4 Y YROTATE CAMERA YROTATE OBJECT Y VECTOR2 Y VECTOR3 Y VECTOR4 Z ZROTATE CAMERA ZROTATE OBJECT ZBUFFER AVAILABLE ZFOG AVAILABLE Z VECTOR3 Z VECTOR4
https://w.atwiki.jp/ff12izjs/
Final Fantasy XII International Zodiac Job System ファイナルファンタジー12 インターナショナル ゾディアック ジョブ システムのまとめwikiです。 どなたでも編集可能ですのでみんなでまたーり更新していきましょう。 編集が苦手な方はコメントに情報提供でもOKです。 ゲーム中わからない事があったら、まずFAQ(良くある質問)に目を通してみて下さい。 仕様 タイトル FFXII International Zodiac Job System ジャンル RPG ハード PlayStation 2 発売日 2007年08月09日 定価 6,800円 CERO B(12才以上推奨) IZJS版 アルティマニアは07/09/06発売予定 リンク FFXII Official Site FFXII IZJS Official Site 更新履歴 最新10件 取得中です。 人気のページ 5件 武器 ジョブ 各種検証 ライセンス 魔法 更新メモ wikiを更新した際のメモとしてどうぞ。(情報提供などはコメントへ) 今回期間限定要素って無いのかな?有ったら個別に纏まってると便利かも。あとライセンス欄に全部はきついだろうから主要アビとかも。 -- (名無しさん) 2007-09-09 02 26 39 キャラクター紹介。モーションの速度等まとまってると便利そう。あとは逃したら取り返しのつかない限定要素がまとまってれば完璧だと思う。ライセンス欄も全ては大変だから主要アビだけでも載ってると素晴らしい。 -- (名無しさん) 2007-09-13 03 14 40 上のゆとりは「更新メモ」の意味がわからないのだなまあ場違いなのはわかっているがどうしても気になったのでスマソ -- (名無しさん) 2007-09-16 18 27 40 ライセンスで全部はつらいので主要アビが載っていれば満足 -- (名無しさん) 2007-09-17 03 33 26 第11鉱区のカギどこぉ〜? -- (名無しさん) 2007-11-22 13 53 08 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/torinikudaisuki/pages/6.html
NS3-UANの解読作業を行っています。具体的には、uan-cw-example.ccという、NS3-UANのサンプルプログラムを走らせて、その出力を見た後、 プログラムを頭から読んでいき、関数の意味をNS3のウェブドキュメントを見て調べたり、プログラム中の定義を見たり、includeされているプログラムを 見たりしながら理解していきました。また、NS3ではログを出力する機能があるので、 呼び出されている関数が、順番にそこそこの細かさで出力されるように設定して、ログを出力し、それを見ながら、どこで何が起きているかを見ていきました。 その後、ノイズモデルがどうパケットのロスの計算に用いられているのかが結局分からなかったので、ノイズモデルプログラム中のノイズを計算する関数が 誰に呼び出されているかを推測し、呼び出し先の関数がまた誰に呼び出されているかをドキュメントで確認していくことで、パケット受け取り の大雑把な流れを知りました。 Uan-cw-exampleの実行ログ 以下詳細作業ログです。 =================================================================================================================================================================================================== ☆11/24 NS3 Tutorialを読み進めようかとも思ったのですが、絶対に読んでおかねばならない所は読み終わった気がするので、効率を考えて、uanの実際のプログラムの解読にうつることにしました。まず、思い切りいじれ るようにするために、ns3-allinoneのコピーを取っておきました。その後、uanのcwMacのexample fileを ./waf --run src/uan/examples/uan-cw-example で実行しました。 すると、何やらよくわからない出力が出てきたので、std coutを使いつつ理解を試みました。 とりあえず、gpl fileを出していることが分かったので、gnuplotをinstallして見てみることに。 gnuplot uan-cw-example.gpl - gnuplotはデフォルトでは図が表示されてからすぐに消えてしまうので、commandで-をつけて対話型モードに移行するか、ファイル自体をpauseをするように書き換える必要があるようです。 参考:http //takeno.iee.niit.ac.jp/~shige/unix/gnuplot/faq/faq-j.html プログラム冒頭の説明を以下に引用。 Q)The MAC protocol is implemented in the class UanMacCw. CW-MAC is similar in nature * to the IEEE 802.11 DCF with a constant backoff window. It requires two parameters to be set, * the slot time and the contention window size. The contention window size is the backoff window * size in slots, and the slot time is the duration of each slot. These parameters should be set * according to the overall network size, internode spacing and the number of nodes in the network. * * This example deploys nodes randomly (according to RNG seed of course) in a finite square region with * the X and Y coordinates of the nodes distributed uniformly. The CW parameter is varied throughout * the simulation in order to show the variation in throughput with respect to changes in CW. (UQ これをみつつ考えると、gpl fileはCWのサイズの変化に対するthroughputの変化を描いたものでした。 Contention windowの復習:http //times.ansl.ntt.co.jp/gijyutu/2007_07/Topic_01/13.html contention windowが短すぎると衝突が起きてしまい、長すぎると無駄に待機してしまうから、throughputが悪くなってしまうと予想され、実際グラフはそうなっていました。 次回はどうやってthroughputの計算をしているのかの詳細を追うつもりです。 ( simulationのメインは ds = exp.Run (uan); でやっているので、expクラスがどんなものか見ていく必要がありますね。 ) ☆11/26 ★前回の調査でexp.Run()がsimulationのメインの処理をしていることが分かったので、今度はRun()が具体的に何をしているかを調査することにしました。 まず、"uan-cw-example.cc"をみると、 Experiment Experiment() Experiment exp; という記述があったので、Experimentクラスの中身を見てみることにしました。 includeをみると、experimentクラスは"uan-cw-example.h"にありそうだと推察されたので、そこをみてみました。 すると、下記のようなクラスの記述が見つかりました。 /** * \class Experiment * \brief Helper class for UAN CW MAC example * */ class Experiment { public Gnuplot2dDataset Run (UanHelper uan); void ReceivePacket (Ptr Socket socket); void UpdatePositions (NodeContainer nodes); void ResetData (); void IncrementCw (uint32_t cw); uint32_t m_numNodes; uint32_t m_dataRate; double m_depth; double m_boundary; uint32_t m_packetSize; uint32_t m_bytesTotal; uint32_t m_cwMin; uint32_t m_cwMax; uint32_t m_cwStep; uint32_t m_avgs; Time m_slotTime; Time m_simTime; std string m_gnudatfile; std string m_asciitracefile; std string m_bhCfgFile; Gnuplot2dDataset m_data; std vector double m_throughputs; Experiment (); }; #endif /* UAN_CW_EXAMPLE_H */ みると、Experimentクラスは中身がスカスカなことが分かりました。 それで、具体的な処理は、uan-cw-example.ccで、オーバーライドによって記述していると分かりました。以下がその中身です。 Gnuplot2dDataset Experiment Run (UanHelper uan) { uan.SetMac ("ns3 UanMacCw", "CW", UintegerValue (m_cwMin), "SlotTime", TimeValue (m_slotTime)); NodeContainer nc = NodeContainer (); NodeContainer sink = NodeContainer (); nc.Create (m_numNodes); sink.Create (1); PacketSocketHelper socketHelper; socketHelper.Install (nc); socketHelper.Install (sink); #ifdef UAN_PROP_BH_INSTALLED Ptr UanPropModelBh prop = CreateObjectWithAttributes UanPropModelBh ("ConfigFile", StringValue ("exbhconfig.cfg")); #else Ptr UanPropModelIdeal prop = CreateObjectWithAttributes UanPropModelIdeal (); #endif Ptr UanChannel channel = CreateObjectWithAttributes UanChannel ("PropagationModel", PointerValue (prop)); //Create net device and nodes with UanHelper NetDeviceContainer devices = uan.Install (nc, channel); NetDeviceContainer sinkdev = uan.Install (sink, channel); MobilityHelper mobility; Ptr ListPositionAllocator pos = CreateObject ListPositionAllocator (); { Ptr UniformRandomVariable urv = CreateObject UniformRandomVariable (); pos- Add (Vector (m_boundary / 2.0, m_boundary / 2.0, m_depth)); double rsum = 0; double minr = 2 * m_boundary; for (uint32_t i = 0; i m_numNodes; i++) { double x = urv- GetValue (0, m_boundary); double y = urv- GetValue (0, m_boundary); double newr = sqrt ((x - m_boundary / 2.0) * (x - m_boundary / 2.0) + (y - m_boundary / 2.0) * (y - m_boundary / 2.0)); rsum += newr; minr = std min (minr, newr); pos- Add (Vector (x, y, m_depth)); } NS_LOG_DEBUG ("Mean range from gateway " rsum / m_numNodes " min. range " minr); mobility.SetPositionAllocator (pos); mobility.SetMobilityModel ("ns3 ConstantPositionMobilityModel"); mobility.Install (sink); NS_LOG_DEBUG ("Position of sink " sink.Get (0)- GetObject MobilityModel ()- GetPosition ()); mobility.Install (nc); PacketSocketAddress socket; socket.SetSingleDevice (sinkdev.Get (0)- GetIfIndex ()); socket.SetPhysicalAddress (sinkdev.Get (0)- GetAddress ()); socket.SetProtocol (0); OnOffHelper app ("ns3 PacketSocketFactory", Address (socket)); app.SetAttribute ("OnTime", StringValue ("ns3 ConstantRandomVariable[Constant=1]")); app.SetAttribute ("OffTime", StringValue ("ns3 ConstantRandomVariable[Constant=0]")); app.SetAttribute ("DataRate", DataRateValue (m_dataRate)); app.SetAttribute ("PacketSize", UintegerValue (m_packetSize)); ApplicationContainer apps = app.Install (nc); apps.Start (Seconds (0.5)); Time nextEvent = Seconds (0.5); for (uint32_t cw = m_cwMin; cw = m_cwMax; cw += m_cwStep) { for (uint32_t an = 0; an m_avgs; an++) { nextEvent += m_simTime; Simulator Schedule (nextEvent, Experiment ResetData, this); Simulator Schedule (nextEvent, Experiment UpdatePositions, this, nc); } Simulator Schedule (nextEvent, Experiment IncrementCw, this, cw); } apps.Stop (nextEvent + m_simTime); Ptr Node sinkNode = sink.Get (0); TypeId psfid = TypeId LookupByName ("ns3 PacketSocketFactory"); if (sinkNode- GetObject SocketFactory (psfid) == 0) { Ptr PacketSocketFactory psf = CreateObject PacketSocketFactory (); sinkNode- AggregateObject (psf); } Ptr Socket sinkSocket = Socket CreateSocket (sinkNode, psfid); sinkSocket- Bind (socket); sinkSocket- SetRecvCallback (MakeCallback ( Experiment ReceivePacket, this)); m_bytesTotal = 0; std ofstream ascii (m_asciitracefile.c_str ()); if (!ascii.is_open ()) { NS_FATAL_ERROR ("Could not open ascii trace file " m_asciitracefile); } uan.EnableAsciiAll (ascii); Simulator Run (); sinkNode = 0; sinkSocket = 0; pos = 0; channel = 0; prop = 0; for (uint32_t i=0; i nc.GetN (); i++) { nc.Get (i) = 0; } for (uint32_t i=0; i sink.GetN (); i++) { sink.Get (i) = 0; } for (uint32_t i=0; i devices.GetN (); i++) { devices.Get (i) = 0; } for (uint32_t i=0; i sinkdev.GetN (); i++) { sinkdev.Get (i) = 0; } Simulator Destroy (); return m_data; } } ★11/28 コードを読んでいた所、ptr なる文にでくわしたのですが、何をしているかよく分からなかりませんでした。ですので、調べて見たところ、ptr はスマートポインタの宣言を表していて、スマートポインタは通常のポインタと異なり、オブジェクトが不要になったときに自動的にヒープのメモリ解放を行ってくれるポインタということのようです。ヒープメモリが何か も忘れてしまっていたので調べて見たところ、スタックは関数の実行が終わったら消される、ヒープメモリは関数の外側にあり、関数の実行が終わっても消されないもののようです。 参考: ttp //99blues.dyndns.org/blog/2010/02/auto_ptr/ ttp //www.curiocube.com/mikata/hello/ch11_heap.php Ptr T CreateObjectWithAttributesの意味 「template typename T Ptr T CreateObjectWithAttributes ( const AttributeList attributes ) [friend] Parameters attributes a list of attributes to set on the object during construction. Returns a pointer to a newly allocated object. This allocates an object on the heap and initializes it with a set of attributes. 」 uan.SetMacの解読 uanはUanHelperクラスのobjectなので、UanHelperクラスを見てみることにしました。 ns-3.15/src/uan/helper/uan-helper.cc 「void UanHelper SetMac (std string macType, std string n0, const AttributeValue v0, std string n1, const AttributeValue v1, std string n2, const AttributeValue v2, std string n3, const AttributeValue v3, std string n4, const AttributeValue v4, std string n5, const AttributeValue v5, std string n6, const AttributeValue v6, std string n7, const AttributeValue v7) { m_mac = ObjectFactory (); m_mac.SetTypeId (macType); m_mac.Set (n0, v0); m_mac.Set (n1, v1); m_mac.Set (n2, v2); m_mac.Set (n3, v3); m_mac.Set (n4, v4); m_mac.Set (n5, v5); m_mac.Set (n6, v6); m_mac.Set (n7, v7); }」 ObjectFactory()とは ObjectFactoryクラスのメソッドで、ns3 Objectのサブクラスのインスタンスを作るものです。 ☆11/29 class objectを理解したいとおもい、object.hをみてみたが、いまいち何をしているのか分からなかった。 http //detail.chiebukuro.yahoo.co.jp/qa/question_detail/q149903394 Run (UanHelper uan)では、uanが参照で渡されているから、以降の操作で中身が変化するということなのか。 ★Mobilityの部分の解読 文:Ptr ListPositionAllocator pos = CreateObject ListPositionAllocator (); ~~ pos- Add (Vector (m_boundary / 2.0, m_boundary / 2.0, m_depth)); 上文において、CreateObject()はCompleteConstruct()を使ってListPositionAllocatorクラスのオブジェクトを作成。 その後メソッドADDを使って位置ベクトルを追加。 390 template typename T 391 Ptr T CreateObject (void) 392 { 393 return CompleteConstruct (new T ()); 394 } 383 Ptr T CompleteConstruct (T *p) 384 { 385 p- SetTypeId (T GetTypeId ()); 386 p- Object Construct (AttributeConstructionList ()); 387 return Ptr T (p, false); 388 } void ns3 ListPositionAllocator Add ( Vector v) 読んでみると、ノードを作成する時に、x-y positionは乱数で散らしているが、深さは統一しているよう。また、ノードは静的であると仮定している。 その後、スケジュールメソッドが出てきた。 文:Simulator Schedule (nextEvent, Experiment ResetData, this); Q) EventId ns3 Simulator Schedule ( Time const time, MEM mem_ptr, OBJ obj ) static Schedule an event to expire at the relative time "time" is reached. This can be thought of as scheduling an event for the current simulation time plus the Time passed as a parameter When the event expires (when it becomes due to be run), the input method will be invoked on the input object. (UQ より、nextEvent時間たった時に、 Experiment ResetDataをthisに実行ということのようだ。 ResetDataはしたのようなメソッド。 Q)void Experiment ResetData () { NS_LOG_DEBUG (Simulator Now ().GetSeconds () " Resetting data"); m_throughputs.push_back (m_bytesTotal * 8.0 / m_simTime.GetSeconds ()); m_bytesTotal = 0; } (UQ 標準出力例 Mean range from gateway 166.966 min. range 72.406 Position of sink 250 250 70 1000.5 Resetting data 1000.5 Updating positions 2000.5 Resetting data 2000.5 Updating positions 3000.5 Resetting data 3000.5 Updating positions Average for cw=10 over 3 runs 10.8373 4000.5 Resetting data 4000.5 Updating positions 5000.5 Resetting data 5000.5 Updating positions 6000.5 Resetting data 6000.5 Updating positions Average for cw=20 over 3 runs 20.736 7000.5 Resetting data 7000.5 Updating position 8000.5 Resetting data 8000.5 Updating positions まだ続く 結局、初期化しながら何度かthroughputを出して平均をだし、contensiton windowのサイズをあげて。結果がどうかわるかを見ているとわかりました。ちゃんと各回にためたデータの消去もしているようです。(m_throughputs.clear ();) 今後は、fadingの取り込み方、地形効果を取り入れられるかなどに注目しつつ、既存モデルがどうやってthroughputを計算しているかをみていくつもりです。 研究としては、海中光通信モジュール開発、marine creatureの影響の考慮、も視野に入れてします。 ☆12/4 地形データを取り込んで、それが、各チャネルに及ぼす影響を計算して、各チャネルの性質を変更するようなモジュールが作りたいです。地形データの取り込み自体は、ゲームなどにも使われてるし、調べればできそうですが、それが、各チャネルにどう効いてくるかを計算するのが難しそうです。(まじめにやると地形だけでなく、物性や渦などの海洋現象も絡んできます。) ☆12/5 前回シミュレータの挙動が分かった気がしていたのですが、改めてみてみると、よく分かっていないことに気づきました。 今日重要だと思ったのは、シミュレータには、scheduling phaseとrun phaseがあって、simulationの計算自体は、Simlator Run()の後に行われているということです。 uan-cw-exampleでのscheduleは4つあって、1つ目が、0.5sから終わりまで続く、送信ノード(nc)から受信ノード(sink) へのパケット送信で、(アプリを載せています。)2つ目はresetdataがm_simTime毎に、3つ目は、updatepositionがm_simTime毎に、4つ目はincrement_cwが期待値を出す塊毎に予約されています。 これらのイベントがSimulator Run()が実行されると時間順に順々に実行されます。 ということで、UWのモデルは、アプリが何バイトのデータをsinkに送れるかの計算に使われているはずです。 (はずなのですが、プログラムでいうとどこの記述なのかがいまいち見えません。) ということで、次回はモデルがどう計算に使われているかを引き続き解読する必要があります。 ☆12/7 以下のような作業をしました。 1:root@joe-laptop ~/repos/ns-3-allinone/ns-3.15/src/uan/model# vim uan-channel.cc のtipeidメソッドに目印の標準出力を挿入しました。 2 ./waf実行したところ、結果は下の用になりました。 「root@joe-laptop ~/repos/ns-3-allinone/ns-3.15# ./waf Waf Entering directory `/home/joe/repos/ns-3-allinone/ns-3.15/build [1529/1924] cxx src/uan/model/uan-channel.cc - build/src/uan/model/uan-channel.cc.1.o [1754/1924] cxxshlib build/src/uan/model/uan-channel.cc.1.o build/src/uan/model/uan-phy-gen.cc.1.o build/src/uan/model/uan-mac.cc.1.o build/src/uan/model/uan-transducer.cc.1.o build/src/uan/model/uan-transducer-hd.cc.1.o build/src/uan/model/uan-address.cc.1.o build/src/uan/model/uan-net-device.cc.1.o build/src/uan/model/uan-tx-mode.cc.1.o build/src/uan/model/uan-prop-model.cc.1.o build/src/uan/model/uan-prop-model-ideal.cc.1.o build/src/uan/model/uan-mac-aloha.cc.1.o build/src/uan/model/uan-header-common.cc.1.o build/src/uan/model/uan-noise-model-default.cc.1.o build/src/uan/model/uan-mac-cw.cc.1.o build/src/uan/model/uan-prop-model-thorp.cc.1.o build/src/uan/model/uan-phy-dual.cc.1.o build/src/uan/model/uan-header-rc.cc.1.o build/src/uan/model/uan-mac-rc.cc.1.o build/src/uan/model/uan-mac-rc-gw.cc.1.o build/src/uan/model/uan-phy.cc.1.o build/src/uan/model/uan-noise-model.cc.1.o build/src/uan/model/acoustic-modem-energy-model.cc.1.o build/src/uan/helper/uan-helper.cc.1.o build/src/uan/helper/acoustic-modem-energy-model-helper.cc.1.o - build/libns3.15-uan-debug.so [1766/1924] cxxprogram build/src/uan/examples/uan-rc-example.cc.2.o - build/src/uan/examples/ns3.15-uan-rc-example-debug [1786/1924] cxxshlib build/src/uan/test/uan-test.cc.3.o build/src/uan/test/uan-energy-model-test.cc.3.o - build/libns3.15-uan-test-debug.so [1807/1924] cxxprogram build/src/uan/examples/uan-cw-example.cc.1.o - build/src/uan/examples/ns3.15-uan-cw-example-debug [1861/1924] cxxshlib build/src/netanim/model/animation-interface.cc.1.o build/src/netanim/helper/animation-interface-helper.cc.1.o - build/libns3.15-netanim-debug.so [1863/1924] cxxshlib build/src/point-to-point-layout/model/point-to-point-dumbbell.cc.1.o build/src/point-to-point-layout/model/point-to-point-grid.cc.1.o build/src/point-to-point-layout/model/point-to-point-star.cc.1.o - build/libns3.15-point-to-point-layout-debug.so [1863/1924] cxxshlib build/src/csma-layout/model/csma-star-helper.cc.1.o - build/libns3.15-csma-layout-debug.so [1864/1924] cxxprogram build/src/netanim/examples/uan-animation.cc.5.o - build/src/netanim/examples/ns3.15-uan-animation-debug [1865/1924] cxxprogram build/src/netanim/examples/wireless-animation.cc.4.o - build/src/netanim/examples/ns3.15-wireless-animation-debug [1866/1924] cxxprogram build/examples/matrix-topology/matrix-topology.cc.1.o - build/examples/matrix-topology/ns3.15-matrix-topology-debug [1867/1924] cxxshlib build/src/netanim/test/netanim-test.cc.3.o - build/libns3.15-netanim-test-debug.so [1868/1924] cxxprogram build/src/csma-layout/examples/csma-star.cc.1.o - build/src/csma-layout/examples/ns3.15-csma-star-debug [1869/1924] cxxshlib - build/libns3.15-test-debug.so [1870/1924] cxxprogram build/src/netanim/examples/star-animation.cc.3.o - build/src/netanim/examples/ns3.15-star-animation-debug [1871/1924] cxxprogram build/src/network/examples/droptail_vs_red.cc.4.o - build/src/network/examples/ns3.15-droptail_vs_red-debug [1872/1924] cxxprogram build/src/netanim/examples/grid-animation.cc.2.o - build/src/netanim/examples/ns3.15-grid-animation-debug [1873/1924] cxxprogram build/examples/tcp/star.cc.5.o - build/examples/tcp/ns3.15-star-debug [1874/1924] cxxprogram build/src/netanim/examples/dynamic_linknode.cc.6.o - build/src/netanim/examples/ns3.15-dynamic_linknode-debug [1875/1924] cxxprogram build/src/netanim/examples/dumbbell-animation.cc.1.o - build/src/netanim/examples/ns3.15-dumbbell-animation-debug [1876/1924] cxxshlib build/src/stats/bindings/ns3module.cc.7.o - build/bindings/python/ns/stats.so [1877/1924] cxxshlib build/src/uan/bindings/ns3module.cc.7.o - build/bindings/python/ns/uan.so [1878/1924] cxxshlib build/src/csma/bindings/ns3module.cc.5.o - build/bindings/python/ns/csma.so [1879/1924] cxxshlib build/src/dsr/bindings/ns3module.cc.7.o - build/bindings/python/ns/dsr.so [1880/1924] cxxprogram build/scratch/myfirst.cc.4.o - build/scratch/myfirst [1881/1924] cxxshlib build/src/virtual-net-device/bindings/ns3module.cc.5.o - build/bindings/python/ns/virtual_net_device.so [1882/1924] cxxshlib build/src/wimax/bindings/ns3module.cc.7.o - build/bindings/python/ns/wimax.so [1883/1924] cxxprogram build/scratch/second.cc.2.o - build/scratch/second [1884/1924] cxxshlib build/src/core/bindings/ns3module.cc.8.o build/src/core/bindings/module_helpers.cc.8.o - build/bindings/python/ns/_core.so [1885/1924] cxxprogram build/scratch/subdir/scratch-simulator-subdir.cc.6.o - build/scratch/subdir/subdir [1886/1924] cxxshlib build/src/test/csma-system-test-suite.cc.4.o build/src/test/global-routing-test-suite.cc.4.o build/src/test/static-routing-test-suite.cc.4.o build/src/test/error-model-test-suite.cc.4.o build/src/test/mobility-test-suite.cc.4.o build/src/test/ns3wifi/wifi-interference-test-suite.cc.4.o build/src/test/ns3wifi/wifi-msdu-aggregator-test-suite.cc.4.o build/src/test/ns3tcp/ns3tcp-cwnd-test-suite.cc.4.o build/src/test/ns3tcp/ns3tcp-interop-test-suite.cc.4.o build/src/test/ns3tcp/ns3tcp-loss-test-suite.cc.4.o build/src/test/ns3tcp/ns3tcp-no-delay-test-suite.cc.4.o build/src/test/ns3tcp/ns3tcp-socket-test-suite.cc.4.o build/src/test/ns3tcp/ns3tcp-state-test-suite.cc.4.o build/src/test/ns3tcp/nsctcp-loss-test-suite.cc.4.o build/src/test/ns3tcp/ns3tcp-socket-writer.cc.4.o - build/libns3.15-test-test-debug.so [1887/1924] cxxshlib build/src/network/bindings/ns3module.cc.7.o - build/bindings/python/ns/network.so [1888/1924] cxxshlib build/src/lte/bindings/ns3module.cc.7.o - build/bindings/python/ns/lte.so [1889/1924] cxxprogram build/scratch/scratch-simulator.cc.1.o - build/scratch/scratch-simulator [1890/1924] cxxshlib build/src/internet/bindings/ns3module.cc.7.o - build/bindings/python/ns/internet.so [1891/1924] cxxshlib build/src/antenna/bindings/ns3module.cc.7.o - build/bindings/python/ns/antenna.so [1892/1924] cxxshlib build/src/energy/bindings/ns3module.cc.7.o - build/bindings/python/ns/energy.so [1893/1924] cxxshlib build/src/mobility/bindings/ns3module.cc.7.o - build/bindings/python/ns/mobility.so [1894/1924] cxxshlib build/src/tools/bindings/ns3module.cc.7.o - build/bindings/python/ns/tools.so [1895/1924] cxxshlib build/src/config-store/bindings/ns3module.cc.5.o - build/bindings/python/ns/config_store.so [1896/1924] cxxshlib build/src/dsdv/bindings/ns3module.cc.7.o - build/bindings/python/ns/dsdv.so [1897/1924] cxxshlib build/src/bridge/bindings/ns3module.cc.5.o - build/bindings/python/ns/bridge.so [1898/1924] cxxshlib build/src/buildings/bindings/ns3module.cc.7.o - build/bindings/python/ns/buildings.so [1899/1924] cxxshlib build/src/flow-monitor/bindings/ns3module.cc.7.o - build/bindings/python/ns/flow_monitor.so [1900/1924] cxxshlib build/src/topology-read/bindings/ns3module.cc.7.o - build/bindings/python/ns/topology_read.so [1901/1924] cxxprogram build/scratch/test1.cc.5.o - build/scratch/test1 [1902/1924] cxxprogram build/utils/print-introspected-doxygen.cc.4.o - build/utils/ns3.15-print-introspected-doxygen-debug [1903/1924] cxxshlib build/src/mpi/bindings/ns3module.cc.5.o - build/bindings/python/ns/mpi.so [1904/1924] cxxprogram build/scratch/mythird.cc.3.o - build/scratch/mythird [1905/1924] cxxshlib build/src/olsr/bindings/ns3module.cc.7.o - build/bindings/python/ns/olsr.so [1906/1924] cxxshlib build/src/tap-bridge/bindings/ns3module.cc.6.o - build/bindings/python/ns/tap_bridge.so [1907/1924] cxxshlib build/src/mesh/bindings/ns3module.cc.7.o - build/bindings/python/ns/mesh.so [1908/1924] cxxshlib build/src/spectrum/bindings/ns3module.cc.7.o - build/bindings/python/ns/spectrum.so [1909/1924] cxxshlib build/src/aodv/bindings/ns3module.cc.7.o - build/bindings/python/ns/aodv.so [1910/1924] cxxshlib build/src/emu/bindings/ns3module.cc.6.o - build/bindings/python/ns/emu.so [1911/1924] cxxshlib build/src/applications/bindings/ns3module.cc.7.o - build/bindings/python/ns/applications.so [1912/1924] cxxshlib build/src/point-to-point-layout/bindings/ns3module.cc.5.o - build/bindings/python/ns/point_to_point_layout.so [1913/1924] cxxshlib build/src/nix-vector-routing/bindings/ns3module.cc.5.o - build/bindings/python/ns/nix_vector_routing.so [1914/1924] cxxshlib build/src/wifi/bindings/ns3module.cc.7.o - build/bindings/python/ns/wifi.so [1915/1924] cxxshlib build/src/point-to-point/bindings/ns3module.cc.7.o - build/bindings/python/ns/point_to_point.so [1916/1924] cxxshlib build/src/csma-layout/bindings/ns3module.cc.5.o - build/bindings/python/ns/csma_layout.so [1917/1924] cxxshlib build/src/propagation/bindings/ns3module.cc.7.o - build/bindings/python/ns/propagation.so [1918/1924] cxxprogram build/utils/test-runner.cc.1.o - build/utils/ns3.15-test-runner-debug Waf Leaving directory `/home/joe/repos/ns-3-allinone/ns-3.15/build build finished successfully (37.991s) 」 3 ./waf --run src/uan/examples/uan-cw-example を実行するとちゃんと、シミュレーション結果の出力の前に挿入標準出力が出てました。ですので、uan-channel.ccはこのプログラムのチャネル計算に使われていることがわかりました。 4 次にuan-noise-model-default.cc にも標準出力を入れてみた simulation結果は下の用になりました。 「(省略) noise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyonoise desuyo120000 Resetting data 120000 Updating positions Average for cw=400 over 3 runs 38.912 」 やはり、uan-noise-model-default.ccは各simulationのアプリケーションでの計算に使われていてアプリケーションが送ったパケットがどの程度到達するかを決めているようです。 5 uan-noise-model-default.ccのノイズモデルを適当に変えてみました。具体的には、ノイズの値を100倍にしてみた。すると、スループットが0になりました。 疑問:ノイズがどうパケット到達の計算に使われているのかはどこに書いてあるかわかりません。100倍にしたら0になったというだけじゃ計算の仕方は全く分かりません。 ☆12/10 スループットの計算をどうやっているのかを探ろうと考え、デバッグしようとしたのだがうまくいきませんでした。ですので、tutorialでログの出力について記述が合ったのを思い出したので、読み返してみました。 結局 export NS_LOG=*=level_all|prefix_func|prefix_time で詳細な出力が出るようになるので、 ./waf --run src/uan/examples/uan-cw-example log.out 2 1 でログを出せば詳細な挙動が分かるようです。 (設定を元に戻すには、export NS_LOG= で大丈夫です。) 実際、送信ノード1個、平均取らず、contention window変えないという条件でログを出力しました。 「 3.7s UanMacCw Enqueue() Time 3.7 Addr 02-01-00 Enqueuing new packet while idle (sending) 3.7s UanPhyGen SendPacket() PHY 02-01-00 Transmitting packet 3.7s UanTransducerHd Transmit() Transducer transmitting TX delay = +3500000000.0ns seconds for packet size 35 bytes and rate = 80 bps 3.7s UanChannel TxPacket() Channel scheduling 3.7s UanChannel TxPacket() Scheduling 02-01-01 3.7s UanChannel TxPacket() txPowerDb=190dB, rxPowerDb=190dB, distance=165.012m, delay=+110008279.0ns 」 ここら辺がUANモデルを使ってパケット到達性を計算しているところだと推測されます。 「512 UanPhyGen SendPacket (Ptr Packet pkt, uint32_t modeNum) 513 { 514 NS_LOG_DEBUG ("PHY " m_mac- GetAddress () " Transmitting packet"); 515 if (m_disabled) 516 { 517 NS_LOG_DEBUG ("Energy depleted, node cannot transmit any packet. Dropping."); 518 return; 519 } 520 521 if (m_state == TX) 522 { 523 NS_LOG_DEBUG ("PHY requested to TX while already Transmitting. Dropping packet."); 524 return; 525 } 526 else if (m_state == SLEEP) 527 { 528 NS_LOG_DEBUG ("PHY requested to TX while sleeping. Dropping packet."); 529 return; 530 } 531 532 UanTxMode txMode = GetMode (modeNum); 533 534 if (m_pktRx != 0) 535 { 536 m_minRxSinrDb = -1e30; 537 m_pktRx = 0; 538 } 539 540 m_transducer- Transmit (Ptr UanPhy (this), pkt, m_txPwrDb, txMode); 541 m_state = TX; 542 UpdatePowerConsumption (TX); 543 double txdelay = pkt- GetSize () * 8.0 / txMode.GetDataRateBps (); 544 Simulator Schedule (Seconds (txdelay), UanPhyGen TxEndEvent, this); 545 NS_LOG_DEBUG ("PHY " m_mac- GetAddress () " notifying listeners"); 546 NotifyListenersTxStart (Seconds (txdelay)); 547 m_txLogger (pkt, m_txPwrDb, txMode); 548 }」 UanMacCw SendPacket() :これも気になります。 12/11 3.81001s UanPhyGen CalcSinrDb() Calculating SINR RxPower = 190 dB. Number of interferers = 1 Interference + noise power = 54.3837 dB. SINR = 135.616 dB. 3.81001s UanPhyGen StartRxPacket() PHY 02-01-01 Starting RX in IDLE mode. SINR = 135.616 ここでSINRの計算してるみたいです。 CalcSinrDb()の説明のなかで、modeという変数が出てきて、これが何を意図しているのかよくわからなかったのですが、uan-cwプログラムを見ると、 「 mode = UanTxModeFactory CreateMode (UanTxMode FSK, exp.m_dataRate, exp.m_dataRate, 12000, exp.m_dataRate, 2, "Default mode"); 」 などという形で出てきていて、調べて見ると、modulationの仕方や、使用音波の中心周波数、バンド幅などを決めていると分かりました。 標準のPER,SINRのモデルはどうなっているのか気になったので調べてみました。(いろいろ海中音波のモデルがあっても結局PERとSINRの値に落とし込んでいるのではないかと推測したので。) 「 ns3 UanPhyPerGenDefault Class Reference Default Packet Error Rate calculator for UanPhyGen Considers no error if SINR is user defined threshold (configured by an attribute). ns3 UanPhyCalcSinrDefault Class Reference Default SINR calculator for UanPhyGen The default ignores mode data and assumes that all rxpower transmitted is captured by the receiver, and that all signal power associated with interfering packets affects SINR identically to additional ambient noise. 」 transducerが何をしているのかよくわかりません。 「3.81001s UanTransducerHd Receive() 3.81001 Transducer in receive 3.81001s UanTransducerHd Receive() Transducer state = RX 3.81001s UanTransducerHd Receive() Calling StartRx」 「 7.31001s Node NonPromiscReceiveFromDevice(0x8e90520) 7.31001s Node ReceiveFromDevice() Node 1 ReceiveFromDevice dev 0 (type=ns3 UanNetDevice) Packet UID 0 7.31001s PacketSocket ForwardUp(0x8e918a0, 0x8e90b10, 0x8e914d0, 0, 02-01-00, 02-01-01, 0) 14.0972s Node NonPromiscReceiveFromDevice(0x8e90520) 14.0972s Node ReceiveFromDevice() Node 1 ReceiveFromDevice dev 0 (type=ns3 UanNetDevice) Packet UID 1 14.0972s PacketSocket ForwardUp(0x8e918a0, 0x8e90b10, 0x8e94380, 0, 02-01-00, 02-01-01, 0)」 パケット受け取りを表しているのは、このふたつのようです。(標準出力してみたところ受け取ったパケットは2個でしたし。) ☆12/12 より詳細なデバッグができると期待してD-trace installをinstallして使ってみようと試みましたが、うまく使えませんでした。 以下取った行動のログです。 1:d-traceの最新版をダウンロードしました。(ftp //crisp.dyndns-server.com/pub/release/website/dtrace/にて) 2: bunzip2 dtrace-20121210.tar.bz2 | tar xvf - sudo apt-get install bison sudo apt-get install flex sudo apt-get install zlib1g-dev sudo apt-get install libelf-dev cd dtrace-20110120 make all sudo make install sudo make load 3:エラーが出たので tools/get-deps.plを実行 to ensure everything is needed or a build. 参考:http //askubuntu.com/questions/60940/how-do-i-install-dtrace この後、 http //gihyo.jp/dev/serial/01/dtrace4cpg/0001?page=2 を参考にしながら、お試し的なd-scriptとやらを実行してみましたが、 「dtrace failed to compile script ./test.d line 1 probe description pid6494 ls entry does not match any probes 」 などとエラーが出て駄目でした。時間のむだな気がしてきたので、とりあえずd-traceは保留することにしました。 ☆12/12 NS3_UAN関連 OnOffaApplicationの詳細な説明を読みました 次にログを見ていく作業を行いました。今回は、0.5sに何が起こっているかを解読しました。送信ノード数が1つの場合と4つの場合のログを見比べることで、 「0.5s OnOffApplication StartApplication() ~ 0.5s DefaultSimulatorImpl ProcessOneEvent() handle 1500000000」 が一塊で、一つの送信ノードについて、パケット送信アプリの設定をしていることが分かりました。(詳しくは、ネットワークデバイスとプロトコルの結び付け、パケットの目的地の設定等) ただ、いろいろ細かいところはまだわかりません。目的地の値が毎回変わってるのはなぜなのでしょうか。 仮説:単に受信ノードに複数のネットワークデバイスがのっていて、各送信ノードとの間でのパケットのやり取りには別個のネットワークデバイスを使っている PacketSocket ShutdownRecv (void):Do not allow any further Recv calls. This method is typically implemented for Tcp sockets by a half close. は、今設定している相手以外のパケットは受け取らないということですかね。 ☆12/13 今回は、uan-noise-model-default.ccのetNoiseDbHz (fKhz)がどう計算に結びついているのかさっぱりなので、それをたどってみることにしました。 「 double UanChannel GetNoiseDbHz (double fKhz) { NS_ASSERT (m_noise); double noise = m_noise- GetNoiseDbHz (fKhz); return noise; } 」 まずはここで使われているようです。この関数自体は、UanPhyGen CalculateSinrDbに参照されていて、また、UanPhyGen CalculateSinrDbは、UanPhyGen StartRxPacketに参照されているようです。 どうも、UanPhyGen CalculateSinrDbがsinrを計算する、割と肝な関数のようです。こいつが呼び出しているのは、 UanPhyCalcSinr CalcSinrDb UanTransducer GetArrivalList ←干渉の計算に使う。到達音波の数を求める。 UanTxMode GetCenterFreqHz UanTxMode GetBandwidthHz UanChannel GetNoiseDbH の5つの関数です。 ノイズをUanChannel GetNoiseDbH及びバンド幅から計算してメインのsinrの計算はUanPhyCalcSinr CalcSinrDbに任せているようです。 「UanPhyCalcSinrDefault CalcSinrDb (Ptr Packet pkt, 72 Time arrTime, 73 double rxPowerDb, 74 double ambNoiseDb, 75 UanTxMode mode, 76 UanPdp pdp, 77 const UanTransducer ArrivalList arrivalList) const 78 { 79 if (mode.GetModType () == UanTxMode OTHER) 80 { 81 NS_LOG_WARN ("Calculating SINR for unsupported modulation type"); 82 } 83 84 double intKp = -DbToKp (rxPowerDb); // This packet is in the arrivalList 85 UanTransducer ArrivalList const_iterator it = arrivalList.begin (); 86 for (; it != arrivalList.end (); it++) 87 { 88 intKp += DbToKp (it- GetRxPowerDb ()); 89 } 90 91 double totalIntDb = KpToDb (intKp + DbToKp (ambNoiseDb)); 92 93 NS_LOG_DEBUG ("Calculating SINR RxPower = " rxPowerDb " dB. Number of interferers = " arrivalList.size () " Interference + noise power = " totalIntDb " dB. SINR = " rxPowerDb totalIntDb " dB."); 94 return rxPowerDb - totalIntDb; 95 }」 DbToKpなどは単に単位変換しているだけの関数です。arribal listが現在そのノードを通過しているパケットを表しているので、自分自身を除いた通過パケットの受信電力の和を干渉値にしているということのようです。(干渉の計算はこれでいいのですかね。multipath fadingはここで考えてることになってるのでしょうか。) 参考: 「GetArrivalList ( void ) const pure virtual Returns List of all packets currently crossing this node in the water. 」 「UanPacketArrival GetRxPowerDb ( void ) const inline Returns Received signal strength in dB re 1uPa 」 memo ambient noise=環境ノイズ ☆次回やること UanPhyGen StartRxPacketのやってること把握したいです。 ☆12/14 今回は UanPhyGen StartRxPacketが何をしているのか探ります。 「 579 void 580 UanPhyGen StartRxPacket (Ptr Packet pkt, double rxPowerDb, UanTxMode txMode, UanPdp pdp) 581 { 582 if (m_disabled) 583 { 584 NS_LOG_DEBUG ("Energy depleted, node cannot receive any packet. Dropping."); 585 NotifyRxDrop(pkt); // traced source netanim 586 return; 587 } 588 589 switch (m_state) 590 { 591 case TX 592 NotifyRxDrop(pkt); // traced source netanim 593 NS_ASSERT (false); 594 break; 595 case RX 596 { 597 NS_ASSERT (m_pktRx); 598 double newSinrDb = CalculateSinrDb (m_pktRx, m_pktRxArrTime, m_rxRecvPwrDb, m_pktRxMode, m_pktRxPdp); 599 m_minRxSinrDb = (newSinrDb m_minRxSinrDb) ? newSinrDb m_minRxSinrDb; 600 NS_LOG_DEBUG ("PHY " m_mac- GetAddress () " Starting RX in RX mode. SINR of pktRx = " m_minRxSinrDb); 601 NotifyRxBegin(pkt); // traced source netanim 602 } 603 break; 604 605 case CCABUSY 606 case IDLE 607 { 608 NS_ASSERT (!m_pktRx); 609 bool hasmode = false; 610 for (uint32_t i = 0; i GetNModes (); i++) 611 { 612 if (txMode.GetUid () == GetMode (i).GetUid ()) 613 { 614 hasmode = true; 615 break; 616 } 617 } 618 if (!hasmode) 619 { 620 break; 621 } 622 623 624 double newsinr = CalculateSinrDb (pkt, Simulator Now (), rxPowerDb, txMode, pdp); 625 NS_LOG_DEBUG ("PHY " m_mac- GetAddress () " Starting RX in IDLE mode. SINR = " newsinr); 626 if (newsinr m_rxThreshDb) 627 { 628 m_state = RX; 629 UpdatePowerConsumption (RX); 630 NotifyRxBegin(pkt); // traced source netanim 631 m_rxRecvPwrDb = rxPowerDb; 632 m_minRxSinrDb = newsinr; 633 m_pktRx = pkt; 634 m_pktRxArrTime = Simulator Now (); 635 m_pktRxMode = txMode; 636 m_pktRxPdp = pdp; 637 double txdelay = pkt- GetSize () * 8.0 / txMode.GetDataRateBps (); 638 Simulator Schedule (Seconds (txdelay), UanPhyGen RxEndEvent, this, pkt, rxPowerDb, txMode); 639 NotifyListenersRxStart (); 640 } 641 642 } 643 break; 644 case SLEEP 645 NS_LOG_DEBUG ("Sleep mode. Dropping packet."); 646 NotifyRxDrop(pkt); // traced source netanim 647 break; 648 } 649 650 if (m_state == IDLE GetInterferenceDb ( (Ptr Packet ) 0) m_ccaThreshDb) 651 { 652 m_state = CCABUSY; 653 NotifyListenersCcaStart (); 654 } 655 656 } 」 結局ノードの状態により場合分けして、IDLE状態だったら、SINRの値が閾値を超えていればreceive modeに入るようです。 UanPhyGen RxEndEventは受信終了を行う関数で、 m_pktRx(受信パケットへのポインタ)の初期化や、m_state(ノードの状態)の変更を行っているようです。 疑問: m_rxThreshDbの初期値がどこで決められている? 結局total receive bytesはどう計算されているのかと思い、改めてサンプルプログラムを見てみると、どうもプログラム中では、Socket Recvによってのみその値が変化しているらしいことが分かった。 「Ptr Packet ns3 Socket Recv ( void ) Read a single packet from the socket.」 ソケットは、UanPhyGen StartRxPacketとどう絡んでいるのでしょうか? ☆12/15 目標:サンプルプログラムでの受信パケットの量の計算が結局どういう仕組みでもたらされているかを知る 「void ns3 Socket SetRecvCallback (Callback void, Ptr Socket receivedData) Notify application when new data is available to be read. This callback is intended to notify a socket that would have been blocked in a blocking socket model that data is available to be read.」 「 112 void 113 Socket SetRecvCallback (Callback void, Ptr Socket receivedData) 114 { 115 NS_LOG_FUNCTION_NOARGS (); 116 m_receivedData = receivedData; 117 }」 NS_LOG_FUNCTION_NOARGSはOutput the name of the functionということのようです。 m_receivedDataは、Callback void, Ptr Socket ns3 Socket m_receivedData。コールバック変数ということのようです。 「 501 template typename T, typename OBJ, typename R 502 Callback R MakeCallback (R (T *memPtr)(void), OBJ objPtr) { 503 return Callback R (objPtr, memPtr); 504 }」 Callbackが何かを忘れていたので復習しました。発想としては、関数の引数に関数を使うということのようです。 今までスルーしてきた、thisの意味を大雑把に理解しました。どうやらメンバ関数を呼び出したオブジェクト自体を指すようです。 ですので、 「sinkSocket- SetRecvCallback (MakeCallback ( Experiment ReceivePacket, this));」 は、sinkSocketオブジェクトがserRecvCallbackを実行し、その中身は、makecallbackというコールバック用の関数をコールバック変数m_receiveddataに登録するこ とで、makecallbackという関数は、sinksocketオブジェクトを引数にしたexperiment receivepacketを実行する関数であるということのようです。 Experiment ReceivePacketにログを仕込んで詳細ログ(名前:log3.out)をとってみると、 11.2693s UanCwExample ReceivePacket() joe s debug m_bytestotal 32 24.9719s UanCwExample ReceivePacket() joe s debug m_bytestotal 32 29.2473s UanCwExample ReceivePacket() joe s debug m_bytestotal 64 36.8215s UanCwExample ReceivePacket() joe s debug m_bytestotal 96 みたいな感じになりました。 ☆次やること m_receivedDataがどこで使われているのかがよくわからないので調べたいです。それがわからないと受信の処理が結局どうなっているかわからないので。 UanPhyGen StartRxPacketを誰が呼び出しているか、パケット送信の詳細、伝搬の詳細を明らかにします。 =================================================================================================================================================================================================== (3)今後の予定 (2)ではパケットロスの大雑把な仕組みを知ったと書いたのですが、そもそもノードの受信行動が何にトリガーされるのかや、パケット送信のプロセスはどうなっているのか、また伝搬の計算はどうなっているかについてまだ分かっていません。ですので、引き続き、関数ドキュメント、ソースコード、ログを見ながらNS3-UANの構造の理解をしていきたいと考えています。 しっかりと理解ができたら、その後地形効果を取り入れるプログラムを書いていくつもりです。
https://w.atwiki.jp/juria/pages/72.html
[2007-09-22]でも、そんなの関係ねえ [2007-09-15]FLV 騒動 [2007-09-11]またこれも楽し?SUPER c v2007 build 23 がシステムフォルダに残すもの [2007-09-05]はてな? のはてな [2007-09-22] でも、そんなの関係ねえ gigabeat とメディアファイルを同期する為に、しかたなくWMPlayer 11をインストール して以来、右クリックメニューの新規作成に「WAVE サウンド」ができてしまった。 こんな時は、 Contexter の出番である。 久しぶりに(2年半振りぐらい)起動しようとしたが、 実行時エラー 5 プロージャーの呼び出し、または引数が不正です。 だと。 なんとなく(#1)、VirtualDimension の所為な気がして VirtualDimension を終了させ 再実行。今度はすんなり起動してなんら問題が無い。 やっぱし・・・でも、すでに、デスクトップがウインドウだらけの生活には耐えられ ない、VirtualDimension なしには生きられない私。 が、それも、 Contexter を .NET FrameWork 1.1 による バージョン(最新は v2.8)に アップデートしたら、解決。VirtualDimension 起動中も問題無い。 私が使ってたバージョンは v1.9、だって、最近まで不都合無かったんだもん。 でも、そんなの関係ねえ。 その前に、MS サポート様のおっしゃるとおりに、Windows 2000 互換モードで実行して みたけど、全く効果はありませんでした。 Windows XP で 実行時エラー 5 が発生する でも、そんなの関係ねえ。 #1 WinFlip がらみ( juria-no はてな WinFlip ) [2007-09-15] FLV 騒動 やはり、 hugflash で Directshow だろうが VFW だろうが FLV4 の video 抽出が できないところをみると、知らぬ間にシステムに何か入ってたとか登録されてたとか ではなさそな気がする。 FLV4 はあっさりと MediaCoder v0.6.0.3866 で WMV にコンバートできた。 gigabeat でも再生オッケー。 コンソールを見ると、Mencoder で音声と映像を別々にデコード、パイプして 同梱の wmcodec.exe(WindowsMedia SDK アプリ)で WMV にエンコード、コンテナ化してる。 が、しかし、FLV1 の WMV エンコードができない! video のエンコードでエラー。 メモリが足りないとか、そう言うことではないと思うのだが。 # MediaCoder v0.3.9 では cscript.exe と WMCmd.vbs が同梱されてて、でも WMV にコンバートできなかったりして、とってもグレーでした。 参考: juria-no はてな MediaCoder [2007-09-11] またこれも楽し? ここんとこ、 はてな ? の旅を続けててしばらく FLV→WMV のテストを放置していた のだけど、ふと気が付いたら、Windows Media Player や Media Player Clasic で FLV4 が再生できるではないか! なのに FLV1 が再生できない。 おかしい。何かおかしい。FLVSplitter の類は一切インストールしてないのだ。 Super c が勝手にSystemフォルダに入れてアンインストールしても残るスプリッター、 デコーダの類も、システムの復元をしてキレイさっぱりにしたのに。。。 SUPER c v2007 build 23 がシステムフォルダに残すもの Super c のバージョンによって多少違うよう。以下のリストは私が気が付いたもの なので、他にもあるかもしれない。 X:アンインストール後も残っていたもの △:AviSynthインストール時にコピーされるもの(AviSynth本体)だが、 上書きされてた。 ○:AviSynthインストール時にコピーされるものだが、Super c もコピーする との情報もあり。ウチでは上書きされてなかった。 X C \Program Files\AviSynth 2.5 X C \Program Files\AviSynth 2.5\plugins\ X C \Program Files\AviSynth 2.5\plugins\colors_rgb.avsi (ウチでは AviSynth は他所にインストールしているので、全く不要) C \WINDOWS\super.chm X C \WINDOWS\meta4.exe X C \WINDOWS\MOTA113.exe X C \WINDOWS\x2.64.exe X C \WINDOWS\system32\aac_parser.ax C \WINDOWS\system32\ac3DX.ax C \WINDOWS\system32\AVCDX.ax △ C \WINDOWS\system32\avisynth.dll X C \WINDOWS\system32\AVSredirect.dll X C \WINDOWS\system32\CoreAAC.ax ○ C \WINDOWS\system32\devil.dll X C \WINDOWS\system32\DiracSplitter.ax C \WINDOWS\system32\flvDX.dll X C \WINDOWS\system32\i420vfw.dll C \WINDOWS\system32\MatroskaDX.ax C \WINDOWS\system32\RealMediaDX.ax C \WINDOWS\system32\RLAPEDec.ax C \WINDOWS\system32\RLMPCDec.ax X C \WINDOWS\system32\RLOgg.ax X C \WINDOWS\system32\RLSpeexDec.ax X C \WINDOWS\system32\RLTheoraDec.ax X C \WINDOWS\system32\RLVorbisDec.ax X C \WINDOWS\system32\Smab.dll C \WINDOWS\system32\x2.64.exe X C \WINDOWS\system32\yv12vfw.dll Super c では FLV→WMV にできなかった上に(できる人もいるらしいが) システムの復元をしたらいつのまにか、-たぶん Windows Update した時に- 監査を 無効にしといたはずのD・E ドライブの監査が有効に戻っていて、いろんなものが 消えてしまいましたとさ。 「Windows Update したらシステムの復元の設定を確認しよう。」 何が入ってるか分からない某国製の教訓でした。 。。。って、FLV4 再生のナゾは ? [2007-09-05] はてな? のはてな はてな 、始めました。 ここは、カスタマイズの覚書、 はてな は、HD の中に眠ってる、もう何に使ったんだか 何をするためのものなのか忘れてしまったとか、配布されてた圧縮ファイルだけ保存 してあるソフトのリスト、つーかデータベース化しておこうかな、って感じ。 当分、ネタには困らない^^; -