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https://w.atwiki.jp/share_ye_data/pages/11.html
Info mail f_o_y_b_w_p pass 1d
https://w.atwiki.jp/kojiro/pages/96.html
セルのアドレスを表す文字列 ADDRESS(行番号,列番号,参照の型,参照形式,シート名) 行番号 セル参照に使用する行番号を指定。 列番号 セル参照に使用する列番号を指定。 参照の型 作成するセル参照の型を下表の番号から指定。 省略すると1 を指定したと見なされます。 番号 作成されるセル参照の型 1 絶対参照 2 行が絶対参照で、列が相対参照 3 行が相対参照で、列が絶対参照 4 相対参照 参照形式 セル参照をA1 形式で返すか、R1C1 形式で返すか指定。 TRUE を指定するか省略するとA1 形式のセル参照を返します。 FALSE を指定するとR1C1 形式のセル参照を返します。 シート名 外部参照として使用されるワークシート名を指定。 省略すると使用されません。 例 =address(2,3)="$C$2" =address(2,3,2)="C$2" =address(2,3,2,FALSE)="R2C[3]" =address(2,3,1,FALSE,"[Book1]Sheet1")="[Book1]Sheet1!R2C3"
https://w.atwiki.jp/nop-b4/pages/32.html
73種類のGPUの消費電力 Intel Core 2 Quad Q6600 アンダークロックテスト PhenomからSempronまで35種類のAMD CPUの消費電力比較 CPUのIdle時(Cool'n'Quiet)の消費電力 Cool'n'Quietが働かなかった場合のCPUのロス電力 CPUのフルロード(Prime95)時の消費電力 → 上記データでの個人的ランキング P4x/G4x仕様(4Gamer内) チップセット 消費電力 一覧 モバイル系: 855GM 4.3W ICH4-M 2.2W 915GM 6.0W ICH6-M 3.8W 945GM 7.0W ICH7-M 1.7W GM965 13.5W ICH8-M 2.4W(推測値) 資料 Intel 4 Series Express Chipset Family Thermal and Mechanical Design Guidelines http //www.intel.com/design/chipsets/P45/documentation.htm P35(15ページ目) http //download.intel.com/design/chipsets/designex/31696803.pdf P45(14ページ目) http //download.intel.com/design/chipsets/designex/319972.pdf X38/X48(14ページ目) http //download.intel.com/design/chipsets/designex/31761202.pdf ICH9(10ページ目) http //download.intel.com/design/chipsets/designex/31697401.pdf ICH10(10ページ目) http //download.intel.com/design/chipsets/designex/319975.pdf AMD http //www.amd.com/us-en/assets/content_type/white_papers_and_tech_docs/41977_rs690_ds_3.06.pdf http //www.amd.com/us-en/assets/content_type/white_papers_and_tech_docs/42119_sb600_ds_nda_3.02.pdf 電源 低消費電力 自作PC Part25【実測報告】 775 名前: Socket774 [sage] 投稿日: 2008/07/04(金) 18 02 09 ID IqQ3RsQi EPR385AWTとKRPW-V500W買ってきた(´・ω・`) ついでに手持ちのSS-700HMとPLS180とSS-300SFDで比較してみた http //feiticeira.jp/jisaku/img/1450.jpg PLS180が動作する環境と動作しない環境があるので2構成で実施。測定はワットチェッカー 構成1 i855GMEm-LFS+PenM735+DDR400-1GB×1枚+2.5インチHDD40GB+DVIADDカードでWUXGA出力+WinXPproSP2 idle時:600MHz@0.7V 負荷時:1.7GHz@1.25V 構成2(PLS180動作せず) AIMB-556+X9000+DDR2-800-1GB×2枚+2.5インチHDD160GB+DVIADDカードでWUXGA出力+WinXPproSP2 idle時:1.2GHz@1.0V 負荷時:3.0GHz@1.135V 構成1 EPR385AWT idle時:21-22W 負荷時:36W KRPW-V500W idle時:24W 負荷時:38W PLS180 idle時:21W 負荷時:34W SS-300SFD idle時:26W 負荷時:40W SS-700HM idle時:29W 負荷時:42W 構成2 EPR385AWT idle時:29-30W 負荷時:67W KRPW-V500W idle時:30-31W 負荷時:67W PLS180 N/A(動作せず) SS-300SFD idle時:32-33W 負荷時:71W SS-700HM idle時:37W 負荷時:75W 性能:PLS180 = EPR385AWT KRPW-V500W 価格:KRPW-V500W EPR385AWT PLS180 (安 高) 比較 EPR385AWTの価格 KRPW-V500Wの価格 玄人志向電源 入力115v 50%出力時の効率(ここが最高効率になる) KRPW-V560W 84.32% KRPW-V500W 79.20% KRPW-V460W 79.40% KRPW-V400W 82.75% KRPW-V350W 81.39% KRPW-V300W 78.56% [参考 80PLUS認証済] VX450 84%ぐらい EPR385AWT 86%弱ぐらい 起動時、ビープ音(長音)が5回鳴る。 →AMIのBIOSの場合、「CPUエラー」を意味する。 ただし、これが即CPU故障とは限らない。 CD/DVDドライブが、起動時にBIOSからのPOSTに対して正常応答しない場合にも、ビープ音が5回鳴る。 本現象が発生した場合、全ドライブを外した状態(M\BにCPU, メモリ, 電源を装着した状態)での動作を確認し、 原因を1つずつ探した方が良い。
https://w.atwiki.jp/wikileaks/pages/44.html
スパム監視団体Spamhausによる警告記事 このページでは、NANOG(北米ネットワーク管理者グループ)のメーリングリストに、SpamhausのSteve Linford氏が投稿した以下の記事の翻訳文をまとめています。 Spamhaus under DDOS from AnonOps (Wikileaks.info) http //seclists.org/nanog/2010/Dec/1077 目次 記事翻訳 記事翻訳 Spamhaus under DDOS from AnonOps (Wikileaks.info) (Spamhausは、AnonOps (Wikileaks.info)からDDoS攻撃を受けている) From Steve Linford linford () spamhaus org Date Sat, 18 Dec 2010 12 58 27 +0000 As many of you know, both Trend Micro and Spamhaus have published warnings about a Wikileaks mirror site wikileaks.info which is run by the person or persons behind AnonOps from an IP address of a Russian dedicated cybercrime host (Heihachi) on which there is nothing but malware and other cybercrime. Innocent people seeking to read or download Wikileaks documents are being directed to the rogue wikileaks.info server and into the hands of the crime gangs located there. (あなたの多くが知っているように、トレンドマイクロとSpamhausの両方がウィキリークスのミラーサイト「wikileaks.info」について警告を発しています。そのサイトは、 AnonOps の背後にいる人物、あるいは人物たちによって、ロシアのマルウェアとその他サイバー犯罪しか無いサイバー犯罪専用サーバ(Heihachi)のIPアドレスで運用されています。Wikileaksドキュメントを読む、またはダウンロードしようとしている罪もない人々が、ならず者の「wikileaks.info」サーバに案内され、そこに居るギャングの手に委ねられようとしています。) For trying to warn about the crime gangs located at the wikileaks.info mirror IP, Spamhaus is now under ddos by AnonOps. The criminals there do not like our free speech at all. ( wikileaks.info のミラーIPアドレスに位置するギャングたちについて警告しようとしたがために、現在、SpamhausはAnonOpsからのDDoS攻撃下にあります。その犯罪者たちは、我々の言論の自由については全く気に食わないのです。) As our site can t be reached now, you can not read our article on this, and we can not continue to warn Wikileaks users not to load things from the Heihachi IP. If you know journalists who would get this message out to Wikileaks users, please forward this message (entire) to them. (現在、我々のサイトに辿り着けないので、そこにある我々の記事を読むことはできませんし、我々はウィキリークスのユーザーたちにHeihachiのアドレスからデータを読み込んではいけないことを警告し続けることが出来ません。もしこのメッセージをウィキリークスのユーザに発するつもりのジャーナリストを知っているなら、このメッセージ(記事)を彼らに転送してください。) The anonymous folks at AnonOps did not like our article update, here s what we said and what brought the ddos on us (AnonOpsの名無しさんたちは我々の記事の追記が気に食わなかったのですが、我々が述べたことであり、我々にDDoS攻撃をもたらしたものとは以下の通りです。) (ここに転載されている文章の翻訳は、こちら→「スパム監視団体Spamhausによる警告記事」) Steve Linford The Spamhaus Project http //www.spamhaus.org
https://w.atwiki.jp/misora-with-yozigen/pages/8.html
LIVE INFO 07.1.25(木) 川崎クラブチッタ Sprout vol.11 Open/18 00 Start/18 30 ¥2,000 Tax in 山内美空 with 四次元侍 TARI with SHOCK&TABOO Smoking Mom てぃーだ
https://w.atwiki.jp/interpot/pages/16.html
◇INFO インフォ ◆INFOウィンドウ この土地と木の情報を表しています。 訪問者数にオーナーは含まれません。 ①この土地の所有者名 ・アカウント名になります。 ②この土地の住所番地 ・住所は「地名 横座標-縦座標」の表記です。 ③この土地のインターポット内での所有時間 ④この土地の訪問者数 ⑤この木の所有者名 ⑥この木の品種名 ⑦この木のインターポット内での育成時間 ・種を新しく植え直すこともできます。 ⑧この木の総収穫量
https://w.atwiki.jp/kojiro/pages/653.html
SUMMARY.INFO
https://w.atwiki.jp/oretekicodmw2/pages/13.html
Release 2009/11/10 Price for xbox360 Normal Edition $59.99 Hardened Edition $79.99 Prestige Edition $149.99 海外版の発売は2009/11/10です。 日本語版の発売日は2009/12/10、スクエニが発売すると思われる。 うまい商売ですね。 Official Web Page (Infinity Ward) http //modernwarfare2.infinityward.com/#/en_US/VIDEO/CTF Official Web Page (Square Enix) http //www.modernwarfare2.jp/ Note やべぇ、超楽しい
https://w.atwiki.jp/warband/pages/536.html
ip_mod_tips|Tips ip_mod_tips_text|1. You can select a character in your party as the commander for battles and control him/her to fight in battles personally. ^^2. In auto-loot menu, you can let characters select equipments automaticly, also you can talk to them to tell them how to upgrade their equipments. ^^3. Companions can also read books, and you can use auto-loot to let them to select and read readable books automaticly. ^^4. You can adjust raining and snowing possibilities in Camp options. Snowing for snowlands and raining for the other lands. ^^5. During auto-sell, items in the inventory of companions which selected as the type for sell and their prices below the auto-sell price limit will be sold to all merchants in towns or the elders in villages automaticly. Specifically foods, trade goods and books will never be sold. ^^6. To quickly move members or upgrade members in party window, hold down the control key while you left click. ^^7. All parties can reinforce their ally like Lord parties and they can join in the battle directly. ^^8. If you enounter stronger enemies and leave some soldiers behind to cover your retreat or after escaping, the movement speed will be twice the normal speed for half an hour (game time), then it will return to normal. ^^9. You can turn on formations in the mod options menu. ^^10. You can order your soldiers to move to a spot by pressing and holding down the F1 key. ^^11. Horses and men move less quickly in rainy weather. ^^12. You can wait on the world map by holding down the space bar. ^^13. You can recruit new men to your party in taverns, villages, castles and towns. ^^14. You can give orders to your party while in battle. ^^15. A party with high morale moves more quickly while travelling on the map. ^^16. Wounded party members will heal faster while resting in taverns. ^^17. To quickly buy and sell items in the inventory window, hold down the control key while you left click. ^^18. You can press the Backspace key during battle to bring up the command interface. ^^19. You will pay half wages to your troops while you are staying in a town or castle. Similarly, you will pay half wages to troops you garrison in a castle. ^^20. You can leave any location instantly by pressing the tab key. ^^21. You can hold down the shift key to zoom-in while aiming at distant enemies. ^^22. You can talk to various lore characters around the world. Some might give you quests, some might just have a bit of story for you. ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^ Morale's greatest impact is on a party's behavior in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^ Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^ Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^ The morale report, accessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in the world of A Clash of Kings need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of the known world, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leatherware, and, of course, arms, armor, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisanal goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Calradia is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a center will be healthy and energetic, and migrants will flock from the nearby regions. The center will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|Players may wish to marry into one of the noble families. Marriage is not necessary for a player to rise in power and stature, but it does provide players with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in the aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a shortcut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in Westeros and Easos as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of the aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that the society of A Clash of King is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The realms of Westeros and Essos, although they represent different cultures, all adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarreling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favor of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defense.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a noble's loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all the world, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms do not field standing armies, which remain in the field as long as the ruler desires. Rather, realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Sovereignties will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honor, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy. He may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. Rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_sea_travel|Sea Travel ip_sea_travel_text|Many locations in Westeros and Essos are only accesable by sea. To reach an island destination, or to travel from one continent to another, simply click on your desired location, and your character will find the nearest port and depart from there. ip_formations|Formations ip_formations_text|You can turn on formations in the Mod Options menu. To access the Mod Options, click the Camp menu. ip_entrenchment|Camp Entrenchment ip_entrenchment_text| When your army sets up camp for the night, you are given the option to entrench your camp site. An entrenched camp site is a temporarily fortified position using terrain and pickets as a defensive barrier. Armies composed mostly of cavalry units will get little benefit from entrenching. Armies comprised mostly of foot soldiers will find that entrenchment will give them a significant advantage over cavalry units. Soldiers very much dislike digging holes and planting pickets, so you will suffer a small morale penalty when choosing this option.^^ If you choose not to entrench your camp site, you will be at a disadvantage if attacked while camping. Your camp may be over run and plundered. Items in your inventory may be looted or destroyed in the battle. An entrenchment that has not been over run recieves the benefit of multiple ammunition reloads for the troops. A normal camp site gets no such benefit.^^ In order to entrench your position you will need tools, time, and skill. Tools can be purchased at many of the towns in Calradia, and one set must be in your inventory in order to entrench. The time required to entrench is based upon the number of soldiers in your army and your parties skill in engineering. A small band of warriors with no skill in engineering will take days to entrench a camp site. An army of 30 or more with a few points in engineering can accomplish this in just a few hours.^^ When you complete the entrenchment, a circle of pickets will surround your camp. This entrenchment will remain in place for approximately three days after leaving the entrenchment. You can leave and return to the entrenchment during this time without having to do any more digging or planting of pickets, thus avoiding any morale penalty. This makes an entrenched site an excellant base of operations for sieges or incursions into enemy territory.
https://w.atwiki.jp/nono3wk/pages/28.html
更新 2010-09-13 03 03 12 (Mon) このページは作成中です History 更新内容や日記的なものをつける予定。 Profile 管理人の説明 更新 2010-09-13 03 03 12 (Mon) このページを編集する