約 3,424,216 件
https://w.atwiki.jp/shooto/pages/1662.html
新木場1stRING(しんきばファーストリング) 所在地 東京都江東区新木場1-6-24 最寄駅 JR / りんかい線 / 東京メトロ 新木場駅 公式サイト 新木場ファーストリング(1stRING) ※座席表あり 周辺地図 より大きな地図で 東京都の試合会場 を表示
https://w.atwiki.jp/petri/pages/221.html
【135mm対決(一部同族)】(撮影者 桜木町の青い雷) 1.ファイル命名法 DSC00XXX - メーカー頭文字/開放値 - 絞値 2.P PETRI135mmF3.5 P PETI135mmF3.8 A SMC-Takumar135mmF3.5 C CANON FD135mmF3.5 M MINOLTA MC Rokkor135mmF3.5 3.カメラ設定 SONY α7 6000×4000 ISO100 WB:太陽光固定 【遠景】 PETRI135mmF3.5 https //www.flickr.com/photos/119833412@N04/13997965883/ https //www.flickr.com/photos/119833412@N04/13954864316/in/photostream/ https //www.flickr.com/photos/119833412@N04/13977957525/in/photostream/ PETI135mmF3.8 https //www.flickr.com/photos/119833412@N04/13974749552/in/photostream/ https //www.flickr.com/photos/119833412@N04/13997933443/in/photostream/ https //www.flickr.com/photos/119833412@N04/13997924663/in/photostream/ SMC-Takumar135mmF3.5 https //www.flickr.com/photos/119833412@N04/13977922925/in/photostream/ https //www.flickr.com/photos/119833412@N04/13974716672/in/photostream/ https //www.flickr.com/photos/119833412@N04/13954804466/in/photostream/ CANON FD135mmF3.5SC https //www.flickr.com/photos/119833412@N04/13954795146/in/photostream/ https //www.flickr.com/photos/119833412@N04/13978315324/in/photostream/ https //www.flickr.com/photos/119833412@N04/13974678932/in/photostream/ MINOLTA MC Rokkor135mmF3.5 https //www.flickr.com/photos/119833412@N04/13974680571/in/photostream/ https //www.flickr.com/photos/119833412@N04/13997850163/in/photostream/ https //www.flickr.com/photos/119833412@N04/13978277834/in/photostream/ 【近景】 PETRI135mmF3.5 https //www.flickr.com/photos/119833412@N04/13978269184/in/photostream/ https //www.flickr.com/photos/119833412@N04/13954732976/in/photostream/ https //www.flickr.com/photos/119833412@N04/13974641811/in/photostream/ PETI135mmF3.8 https //www.flickr.com/photos/119833412@N04/13954720326/in/photostream/ https //www.flickr.com/photos/119833412@N04/13954714236/in/photostream/ https //www.flickr.com/photos/119833412@N04/13974622551/in/photostream/ SMC-Takumar135mmF3.5 https //www.flickr.com/photos/119833412@N04/13974603632/in/photostream/ https //www.flickr.com/photos/119833412@N04/13954696516/in/photostream/ https //www.flickr.com/photos/119833412@N04/13978219864/in/photostream/ CANON FD135mmF3.5SC https //www.flickr.com/photos/119833412@N04/13997775373/in/photostream/ https //www.flickr.com/photos/119833412@N04/13974579772/in/photostream/ https //www.flickr.com/photos/119833412@N04/13974585261/in/photostream/ MINOLTA MC Rokkor135mmF3.5 https //www.flickr.com/photos/119833412@N04/13954665276/in/photostream/ https //www.flickr.com/photos/119833412@N04/13978187764/in/photostream/ https //www.flickr.com/photos/119833412@N04/13978180654/in/photostream/ 【逆光】 PETRI135mmF3.5 https //www.flickr.com/photos/119833412@N04/13954644406/in/photostream/ PETI135mmF3.8 https //www.flickr.com/photos/119833412@N04/13954640436/in/photostream/ SMC-Takumar135mmF3.5 https //www.flickr.com/photos/119833412@N04/13974549581/in/photostream/ CANON FD135mmF3.5SC https //www.flickr.com/photos/119833412@N04/13974534762/in/photostream/ MINOLTA MC Rokkor135mmF3.5 https //www.flickr.com/photos/119833412@N04/13978157374/in/photostream/ コメント(桜木町の青い雷) PETRI135mmF3.5は、開放からコントラストが低く画像がF11.0でも周辺は緩い。 他の、4種は大きくは変わらないが、Minoltaの平面性と解像力が一歩抜きん出ている。 PETRI135mmF3.5<PETRI135mmF3.8<=CanonFD135mmF3.5<=SMC-Takmar135mmF3.5<MC-Rokkor135mmF3.5 逆光耐性は、やはりMC化されたペンタ・キヤノンが強くミノルタ・PETRI135mm7F3.8 がそれに次ぐ(PETRI135mmF3.8は単層コーティングと思われるがレンズ構成数の少なさ からか逆光耐性は良好) PETRI135mmF3.5<MC-Rokkor135mmF3.5=PETRI135mmF3.8<SMC-Takmar135F3.5<=CanonFD135mmF3.5 【135mm対決(一部同族)】(撮影者 リバースアダプタ) 【遠景】 petri135mmF3.5 https //www.flickr.com/photos/101838177@N06/14012795652/ https //www.flickr.com/photos/101838177@N06/14012799232/ https //www.flickr.com/photos/101838177@N06/14016001485/ petri135mmF3.8 https //www.flickr.com/photos/101838177@N06/13992883866/ https //www.flickr.com/photos/101838177@N06/14036006933/ https //www.flickr.com/photos/101838177@N06/14012814702/ sonyA75-300mmF4.5-5.6 https //www.flickr.com/photos/101838177@N06/14012824611/ https //www.flickr.com/photos/101838177@N06/14016019335/ 【逆光】 petri135mmF3.5 https //www.flickr.com/photos/101838177@N06/14015987585/ petri135mmF3.8 https //www.flickr.com/photos/101838177@N06/14016442484/ sonyA75-300mmF4.5-5.6 https //www.flickr.com/photos/101838177@N06/14016443814/ コメント(リバースアダプタ) 135mmf3.5は桜木町の青い雷さんの作例と同じく、開放で周辺の解像はいまいちでした。コントラストもやや低いです。 画面右のさらに遠い背景の方がシャープにも見えるので、像面の湾曲が大きいのかもしれません。 しかし、開放の画面中心に関してはf3.5の方がf3.8よりシャープに見えます。 参考はAマウントの望遠ズーム、ソニーブランドですが光学系はミノルタの銀塩時代から変わっていない古いものです。 キットレンズの安い望遠ズームとしては評判はまあまあだったと思います。
https://w.atwiki.jp/sampleisbest/pages/200.html
開発環境 Microsoft Visual C# 2010 Express (SP1) 実行環境 Microsoft Windows XP Home Edition (SP3) プロジェクトの種類 Windows Game (4.0) プロジェクト名 XnaMesh Game1.cs using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace XnaMesh { class Game1 Game { const int gridSize = 30; readonly Vector3[] palette = { new Vector3(0.0f, 0.0f, 0.8f), new Vector3(0.8f, 0.0f, 0.0f), new Vector3(0.8f, 0.0f, 0.8f), new Vector3(0.0f, 0.8f, 0.0f), new Vector3(0.0f, 0.8f, 0.8f), new Vector3(0.8f, 0.8f, 0.0f), new Vector3(0.8f, 0.8f, 0.8f), new Vector3(0.0f, 0.0f, 0.0f), }; readonly int[] dirX = { 1, 1, 0, -1, -1, -1, 0, 1, 1 }; readonly int[] dirZ = { 0, 1, 1, 1, 0, -1, -1, -1, 0 }; GraphicsDeviceManager graphics; SpriteBatch sprite; SpriteFont font; DateTime prevTime; int draw = 0; int fps = 0; Model model; Matrix view; Matrix proj; byte[, ,] grid; Vector3 camPos; int camLat; // 緯度 int camLong; // 経度 public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; Content.RootDirectory = "Content"; IsMouseVisible = true; } protected override void Initialize() { prevTime = DateTime.Now; camPos = new Vector3(5.0f, 2.0f, 5.0f); camLat = 0; camLong = 0; proj = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), GraphicsDevice.Viewport.AspectRatio, 0.1f, 40.0f); base.Initialize(); } protected override void LoadContent() { sprite = new SpriteBatch(GraphicsDevice); // ContentにSprite Fontを追加しておく font = Content.Load SpriteFont ("SpriteFont1"); // Contentに.xファイルを追加しておく model = Content.Load Model ("Box"); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); } } grid = new byte[gridSize, gridSize, gridSize]; for (int x = 0; x gridSize; x++) { for (int z = 0; z gridSize; z++) { grid[x, 0, z] = (byte)((z 0x7) + 1); } } base.LoadContent(); } protected override void Update(GameTime gameTime) { // キー入力 KeyboardState state = Keyboard.GetState(); if (state[Keys.W] == KeyState.Down) MoveXZ(0); if (state[Keys.S] == KeyState.Down) MoveXZ(180); if (state[Keys.A] == KeyState.Down) MoveXZ(-90); if (state[Keys.D] == KeyState.Down) MoveXZ(90); if (state[Keys.Left] == KeyState.Down) { camLong -= 2; if (camLong 0) camLong += 360; } if (state[Keys.Right] == KeyState.Down) { camLong += 2; if (360 = camLong) camLong -= 360; } if (state[Keys.Up] == KeyState.Down) camLat = Math.Min(camLat + 2, 80); if (state[Keys.Down] == KeyState.Down) camLat = Math.Max(camLat - 2, -80); if (state[Keys.PageUp] == KeyState.Down) MoveY(0.1f); if (state[Keys.PageDown] == KeyState.Down) MoveY(-0.1f); if (state[Keys.NumPad0] == KeyState.Down) SetGrid(0); if (state[Keys.NumPad1] == KeyState.Down) SetGrid(1); if (state[Keys.NumPad2] == KeyState.Down) SetGrid(2); if (state[Keys.NumPad3] == KeyState.Down) SetGrid(3); if (state[Keys.NumPad4] == KeyState.Down) SetGrid(4); if (state[Keys.NumPad5] == KeyState.Down) SetGrid(5); if (state[Keys.NumPad6] == KeyState.Down) SetGrid(6); if (state[Keys.NumPad7] == KeyState.Down) SetGrid(7); if (state[Keys.NumPad8] == KeyState.Down) SetGrid(8); if (state[Keys.Escape] == KeyState.Down) Exit(); // 視点(カメラの1単位先にターゲット) float rad = MathHelper.ToRadians(camLat); float y = (float)Math.Sin(rad) + camPos.Y; float r = (float)Math.Cos(rad); rad = MathHelper.ToRadians(camLong); float x = camPos.X + (float)Math.Cos(rad) * r; float z = camPos.Z + (float)Math.Sin(rad) * r; Vector3 camTar = new Vector3(x, y, z); view = Matrix.CreateLookAt(camPos, camTar, Vector3.Up); base.Update(gameTime); } void MoveXZ(int deg) { float rad = MathHelper.ToRadians(camLong + deg); float x = camPos.X + (float)Math.Cos(rad) * 0.1f; float z = camPos.Z + (float)Math.Sin(rad) * 0.1f; if (GetGrid((int)x, (int)camPos.Y, (int)z) = 0) { camPos.X = x; camPos.Z = z; } } void MoveY(float dy) { float y = camPos.Y + dy; if (GetGrid((int)camPos.X, (int)y, (int)camPos.Z) = 0) { camPos.Y = y; } } int GetGrid(int x, int y, int z) { if (x 0 || gridSize = x) return -1; if (y 0 || gridSize = y) return -1; if (z 0 || gridSize = z) return -1; return grid[x, y, z]; } void SetGrid(byte b) { int dir = (camLong + 22) / 45; int x = (int)camPos.X + dirX[dir]; int y = (int)camPos.Y - 1; int z = (int)camPos.Z + dirZ[dir]; if (GetGrid(x, y, z) 0) return; grid[x, y, z] = b; } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); GraphicsDevice.DepthStencilState = DepthStencilState.Default; // モデル描画 for (int x = 0; x gridSize; x++) { for (int y = 0; y gridSize; y++) { for (int z = 0; z gridSize; z++) { byte b = grid[x, y, z]; if (b == 0) continue; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.DiffuseColor = palette[b - 1]; } } Matrix world = Matrix.CreateTranslation( new Vector3(x + 0.5f, y + 0.5f, z + 0.5f)); model.Draw(world, view, proj); } } } // フレームレート draw++; DateTime now = DateTime.Now; TimeSpan t = now - prevTime; if (t.TotalMilliseconds = 1000) { fps = draw; draw = 0; prevTime = now; } sprite.Begin(); string text = "fps=" + fps + " x=" + (int)camPos.X + " y=" + (int)camPos.Y + " z=" + (int)camPos.Z + " lat=" + camLat + " long=" + camLong; sprite.DrawString(font, text, new Vector2(0, 0), Color.White); sprite.End(); base.Draw(gameTime); } } }
https://w.atwiki.jp/javafx/pages/21.html
Frame ウィンドウの基底となるクラス オプションでタイトル、ボーダー、メニューバーを付けられる 属性 属性名 項目 代入される型 background 背景色 Color compListener(private) ComponentListener centerOnScreen スクリーンの中心 Boolean content Widget dispose Boolean disposeOnClose Boolean frame(private) JFrame height 高さ Number iconified Boolean iconImage Image inListenerprivate Boolean menubar MenuBar onClose function() owner UIElement resizable ウィンドウのリサイズ可否 Boolean screenx Number screeny Number showing Boolean title フレームタイトル String undecorated フレームの可視性 Boolean visible 可視性 Boolean width 幅 Number winListener(private) スーパクラス AbstractFrame サブクラス
https://w.atwiki.jp/ce00582/pages/3148.html
import java.io.*; import java.awt.*; import java.awt.Graphics; import java.awt.event.*; import java.net.URL; import javax.sound.sampled.*; class game12 extends Frame implements Runnable{ Image img1,img2; int t; public static void main(String [] args) { Frame f=new game12(); f.setTitle("game12"); f.setSize(700,700); f.setBackground(Color.yellow); f.setVisible(true); } game12(){ img1 = Toolkit.getDefaultToolkit().getImage("100.jpg"); img2 = Toolkit.getDefaultToolkit().getImage("777.jpg"); Thread th=new Thread(this); th.start(); addWindowListener(new stopwin()); } class stopwin extends WindowAdapter{ public void windowClosing(WindowEvent we){System.exit(0);} } public void run(){ t=1; while(t 100){ repaint(); try{ Thread.sleep(100); }catch(InterruptedException e){} t=t+1; if (t==10){ try {URL url = this.getClass().getClassLoader().getResource("a1.wav"); AudioInputStream audioIn = AudioSystem.getAudioInputStream(url); Clip clip = AudioSystem.getClip(); clip.open(audioIn); clip.start();} catch (UnsupportedAudioFileException e) {e.printStackTrace();} catch (IOException e) {e.printStackTrace();} catch (LineUnavailableException e) {e.printStackTrace();} } } } public void paint(Graphics g){ if(t 50)g.drawImage(img1,100,100,500,500,this); if(t 50)g.drawImage(img2,100,100,500,500,this); } }
https://w.atwiki.jp/lov_english/pages/14.html
Game Flow This is an outline of how a game of LoV progresses. Before the Match Equipment Selection Choose your main character s armor. There are four different types of armor Weapons, Helmet, Shield, and Armor.If you choose a two-handed weapon, you will not be allowed to choose a shield. Player s ability/stats will change depending on selected armaments Card Registration You can place familiar cards with a total cost of up to 90. You can place up to 9 cards (Cards of the same time are not allowed) If you don t put your player card down there will be an error and the game will not advance. Main Character Tribe Selection Choose your main character s tribe. His/her stats and weaknesses may change based on your selection. Familiars of the same tribe as your main character s will receive bonuses. Familiar Selection Choose the familiars that will start the battle with your main character. You must choose three familiars to start the battle. The Fight Begins! Separate page in Combat After the Battle Main Character Leveling Your main character receives an XP bonus based on how well the stage is completed, plus XP from any creatures defeated in combat. At fixed amounts, the main character levels up. HP, offensive ability, defensive ability, and resistance are raised when leveling up occurs. Familiar Leveling Familiars recieve XP from creatures defeated in combat. At fixed levels, familiars level up. Familiars recieve boosts to offensive and defensive ability when they level (as their speed/HP/etc are fixed amounts) Equipment Acquisition The main character receives new equipment. The type/quality of equipment can change based on his level. A player can only retain 5 pieces of equipment per type (i.e. 5 helmets, 5 weapons, etc) Once the official cellphone site for the game opens, this equipment limit may change. XP Bonus Table Game Mode S A B C Story Mode Country Battle 1500 1200 1000 Local Battle
https://w.atwiki.jp/rinringo/pages/21.html
InterWiki用のサーバリストです。 [URL サーバ名] タイプ の形式で記述してください。 WikiEngines [http //www.c2.com/cgi/wiki? WikiWikiWeb] raw WikiNameのみなのでraw。 [http //www.todo.org/cgi-bin/jp/tiki.cgi?c=v p= Tiki] euc [http //www.hyuki.com/yukiwiki/wiki.cgi? YukiWiki] euc [http //www.jin.gr.jp/~nahi/RWiki/?cmd=view;name= RWiki] euc [http //digit.que.ne.jp/work/index.cgi? WalWiki] euc [http //fswiki.poi.jp/wiki.cgi? FSWiki] euc [http //www.namaraii.com/hiki/? Hiki] euc [http //xiki.mitsuki.no-ip.com/? Xiki] utf8 PukiWiki [http //pukiwiki.sourceforge.jp/? pukiwiki] utf8 [http //pukiwiki.sourceforge.jp/dev/? pukiwiki.dev] euc Search Engine [http //www.google.co.jp/search?ie=utf8 oe=utf8qプラグインエラー 表示する内容がありません。=$1 lr=lang_ja hl=ja Google] utf8 [http //search.yahoo.co.jp/bin/search?p= Yahoo] euc [http //www.wikipedia.org/wiki/ WikiPedia] utf8 [http //en.wikipedia.org/wiki/ WikiPedia.en] utf8 [http //ja.wikipedia.org/wiki/ WikiPedia.ja] utf8 拡張InterWikiName [./?cmd=add page= 新規] [./?cmd=add page= New] [./?cmd=read page= 参照] [./?cmd=read page= View] [./?cmd=edit page= 編集] [./?cmd=edit page= Edit] [./?cmd=backup page= バックアップ] [./?cmd=backup page= Backup] [./?cmd=search word=$1 type=OR 検索] [./?cmd=search word=$1 type=OR Search] その他 [http //wikiwiki.jp/? wikiwikijp] euc [http //wikiwiki.jp/sample/? wikiwikijpsample] euc
https://w.atwiki.jp/pocketplanes/pages/92.html
TETRA TETRA は CLASS 3 の飛行機。最大積載数は 10 で、プレイヤーレベル 24 から購入可能。 バリエーション 乗客 荷物 TETRA-P 10P - TETRA-C - 10C TETRA-M 4P 6C 組立 購入 BODY CONTROLS ENGINE BUILD TOTAL 32 Bux 32 Bux 32 Bux 32 Bux 128 Bux 187 Bux アップグレード タンク エンジン 軽量化 32 Bux 32 Bux 32 Bux コスト(1Mileあたり) コスト(1Mile,1Slotあたり) 40.94 Coins 4.09 Coins 再就航 売価 Bux 4128 Coins 基本 レベル1 レベル2 レベル3 飛距離 2300 Miles 2415 Miles 2530 Miles 2645 Miles 速度 303 Mph 318 Mph 333 Mph 348 Mph 重量 10.0 Tons 9.5 Tons 9.0 Tons 8.5 Tons アップグレードとコスト(1Mileあたり/1Mile,1Slotあたり) 速度 重量 基本 レベル1 レベル2 レベル3 基本 40.94 / 4.09 38.89 / 3.89 36.85 / 3.68 34.80 / 3.48 レベル1 42.97 / 4.30 40.82 / 4.80 38.67 / 3.87 36.52 / 3.65 レベル2 44.99 / 4.50 42.74 / 4.27 40.49 / 4.50 38.24 / 3.82 レベル3 47.20 / 4.70 44.67 / 4.47 42.32 / 4.23 39.97 / 4.00 飛行機 一覧 Class 1 AIRVAN・ANAN・BEARCLAW・BLIMP・BOBCAT・GRIFFON・HOT AIR BALLOON・HUEY・KANGAROO・MOHAWK・NAVIGATOR・P-40 WARHAWK・SEA KNIGHT・SUPERGOPHER・WALLABY Class 2 AEROEAGLE・BIRCHCRAFT・EQUINOX・PEARJET Class 3 C-130 HERCULES・CLOUDLINER・CONCORDE・CYCLONE・FOGBUSTER・SEQUOIA・STARSHIP・TETRA
https://w.atwiki.jp/yoshiumi41/pages/103.html
?xml version="1.0" encoding="utf-8"? resources string name="app_name" 10_IntentSample2 /string string name="action_settings" Settings /string string name="hello_world" Hello world! /string string name="tv_inputname" お名前を入力してください。 /string string name="bt_next" 次の画面を表示 /string string name="tv_selectgreeting" あいさつを選択してください。 /string string name="bt_back" 前の画面に戻る /string string-array name="sp_greeting" item おはよう! /item item こんにちは! /item item こんばんは! /item /string-array /resources
https://w.atwiki.jp/lifeisgame/pages/33.html
ページ一覧 ページ数:6 Mod Modとコンソール UIがひどいと思ったら、PC向けのmodを入れよう 初心者 英語版を日本語化。または英語音声に日本語字幕とか 馬車つかってマッピングはした?マップ上での高速移動捗る 【~12/3】 Steamオータムセール開催中 ★8 http //engawa.2ch.net/test/read.cgi/poverty/1385919808/550 550 名前:番組の途中ですがアフィサイトへの転載は禁止です[sage] 投稿日:2013/12/02(月) 12 21 15.06 ID XfVWFTPZ0 スカイリムは今はMod Organizerの時代 他のツールは全部ゴミ http //skyrim.2game.info/detail.php?id=1334