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https://w.atwiki.jp/touhoukashi/pages/4701.html
【登録タグ Compilation CD-BOOK 東方玉手箱 Silver Forest a 地蔵だけが知る哀嘆 曲 猫森アキ】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); } rt { font-family Arial, Verdana, Helvetica, sans-serif; } /** Main table styling **/ #trackinfo, #lyrics { font-family Noto Sans JP , sans-serif; font-weight 350; } .track_number { font-family Rockwell; font-weight bold; } .track_number after { content . ; } #track_args, .amp_text { display none; } #trackinfo { position relative; float right; margin 0 0 1em 1em; padding 0.3em; width 320px; border-collapse separate; border-radius 5px; border-spacing 0; background-color #F9F9F9; font-size 90%; line-height 1.4em; } #trackinfo th { white-space nowrap; } #trackinfo th, #trackinfo td { border none !important; } #trackinfo thead th { background-color #D8D8D8; box-shadow 0 -3px #F9F9F9 inset; padding 4px 2.5em 7px; white-space normal; font-size 120%; text-align center; } .trackrow { background-color #F0F0F0; box-shadow 0 2px #F9F9F9 inset, 0 -2px #F9F9F9 inset; } #trackinfo td ul { margin 0; padding 0; list-style none; } #trackinfo li { line-height 16px; } #trackinfo li nth-of-type(n+2) { margin-top 6px; } #trackinfo dl { margin 0; } #trackinfo dt { font-size small; font-weight bold; } #trackinfo dd { margin-left 1.2em; } #trackinfo dd + dt { margin-top .5em; } #trackinfo_help { position absolute; top 3px; right 8px; font-size 80%; } /** Media styling **/ #trackinfo .media th { background-color #D8D8D8; padding 4px 0; font-size 95%; text-align center; } .media td { padding 0 2px; } .media iframe nth-of-type(n+2) { margin-top 0.3em; } .youtube + .nicovideo, .youtube + .soundcloud, .nicovideo + .soundcloud { margin-top 0.75em; } .media_section { display flex; align-items center; text-align center; } .media_section before, .media_section after { display block; flex-grow 1; content ; height 1px; } .media_section before { margin-right 0.5em; background linear-gradient(-90deg, #888, transparent); } .media_section after { margin-left 0.5em; background linear-gradient(90deg, #888, transparent); } .media_notice { color firebrick; font-size 77.5%; } /** Around track styling **/ .next-track { float right; } /** Infomation styling **/ #trackinfo .info_header th { padding .3em .5em; background-color #D8D8D8; font-size 95%; } #trackinfo .infomation_show_btn_wrapper { float right; font-size 12px; user-select none; } #trackinfo .infomation_show_btn { cursor pointer; } #trackinfo .info_content td { padding 0 0 0 5px; height 0; transition .3s; } #trackinfo .info_content ul { padding 0; margin 0; max-height 0; list-style initial; transition .3s; } #trackinfo .info_content li { opacity 0; visibility hidden; margin 0 0 0 1.5em; transition .3s, opacity .2s; } #trackinfo .info_content.infomation_show td { padding 5px; height 100%; } #trackinfo .info_content.infomation_show ul { padding 5px 0; max-height 50em; } #trackinfo .info_content.infomation_show li { opacity 1; visibility visible; } #trackinfo .info_content.infomation_show li nth-of-type(n+2) { margin-top 10px; } /** Lyrics styling **/ #lyrics { font-size 1.06em; line-height 1.6em; } .not_in_card, .inaudible { display inline; position relative; } .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; visibility hidden; position absolute; top -8.5px; left 42.5%; border-width 5px; border-style solid; border-color #555 transparent transparent transparent; opacity 0; transition 0.7s; } .not_in_card hover after, .inaudible .img hover after { content ; visibility visible; top -13.5px; left 42.5%; opacity 0.8; transition 0.3s; } .not_in_card after { top -2.5px; left 50%; } .not_in_card hover after { top -7.5px; left 50%; } .not_in_card.hide after { visibility hidden; top -2.5px; opacity 0; transition 0.7s; } /** For mobile device styling **/ .uk-overflow-container { display inline; } #trackinfo.mobile { display table; float none; width 100%; margin auto; margin-bottom 1em; } #trackinfo.mobile th { text-transform none; } #trackinfo.mobile tbody tr not(.media) th { text-align left; background-color unset; } #trackinfo.mobile td { white-space normal; } document.addEventListener( DOMContentLoaded , function() { use strict ; const headers = { title アルバム別曲名 , album アルバム , circle サークル , vocal Vocal , lyric Lyric , chorus Chorus , narrator Narration , rap Rap , voice Voice , whistle Whistle (口笛) , translate Translation (翻訳) , arrange Arrange , artist Artist , bass Bass , cajon Cajon (カホン) , drum Drum , guitar Guitar , keyboard Keyboard , mc MC , mix Mix , piano Piano , sax Sax , strings Strings , synthesizer Synthesizer , trumpet Trumpet , violin Violin , original 原曲 , image_song イメージ曲 }; const rPagename = /(?=^|.*
https://w.atwiki.jp/oto1/pages/45.html
学生時代からの親しい仲間。結成は2000年ですがメンバーが変わり昨年2008年 「Precious Saxohon Emsemble」として活動開始!練習楽しくしています。もちろん休憩の美味しいおやつの時間も。 演奏形態 サックスアンサンブル(ピアノ有) 出演人数 5名 WEBサイト なし 演奏曲目 調整中 名前 コメント
https://w.atwiki.jp/tommo_jap/pages/17.html
ASP world Tour 世界のトップ45人のプロサーファーが回るトーナメントツアー。一昔前は「WCT(World Circuit Tourの略」と呼ばれていたが、2007年に改名されたらしい。。。 WQS World Qualifying Seriesの略。ASPworldtourへ参戦するためのツアー。年間ポイントが上位のものだけが、ASPworldtourへ参加できる。
https://w.atwiki.jp/yurina0106/pages/948.html
タグ 作品名P Pure×Cure 初回版 曲名 歌手名 作詞 作曲 ジャンル カラオケ OP 空色スコール 計名さや香 けんせい けんせい 明るい
https://w.atwiki.jp/tyrant/pages/555.html
Recurring Darkness(左:Reward 右:Upgraded) 種族:Bloodthirsty パック:Reward(Upgraded) レア度:Rare 攻撃:2 体力:8(10) 待機:4 能力:(Evade)Regenerate 3Enfeeble All 1 トーナメントで上位25%以上に入賞した時、ランダムでもらえるレアカードのうちの1枚。 Enfeeble Allを持つ大型Bloodthirsty。 高い体力に加え、致死ダメージを受けても50%の確率で体力3で復活する。 Upgraded版は加えてEvadeを持っており、やたらと硬い。自分が使う場合に限ってあっけなく死ぬが。 早めに出して、後続にこのカードと相性の良いStrikeやSwipeを持つアサルトを出し、相手に大打撃を与えたい。 後にこのカードを強化したような性能のEngulfing Horrorが登場。 Ver2.8.04から、Reward版2枚+20,000Goldと引き換えにUpgraded版が入手可能。 関連カード Engulfing Horror、Plague Burster … Enfeeble Allを持つ待機4のBloodthirstyたち。 Tournament Reward Ranger Lieutenant Centurion Micromech Sidewinder Brawler Recurring Darkness Stealth Dispatcher Revoker Sabotage Noxious Den
https://w.atwiki.jp/ipubluedictionary/pages/76.html
リソースタイプ コピーとアクセス リソースタイプ Direct3Dパイプラインで使われる全てのリソースはバッファリソースとテクスチャリソースという、 2つの基本リソースタイプに分けられる。 バッファリソースは生データ(要素)の集合体であり、テクスチャリソースはテクセル(テクスチャ要素)の集合体である。 リソースのレイアウトを指定するには2つの方法がある。 Typed リソース生成時にタイプを指定 Type less リソースをパイプラインにバインドする際にタイプを指定 バッファリソース バッファリソースは完全型指定データの集合である。要素は1~4のコンポーネントで構成される。 例えばR8G8B8Aaのようなパックされたデータ、8ビット整数、4つの32ビットfloat、などである。 これらのデータは頂点バッファであれば座標、法線、テクスチャ座標として使われ、 インデックスバッファであればインデックス、ステートなどにも使われる。 バッファは非構造化リソースとして生成される。なのでミップマップ、読み込み時のフィルタ、 マルチサンプルなどはできない。 テクスチャリソース コピーとアクセス system memory. Or whether or not the runtime should manage the memory. Thanks to the architecture of the new WDDM (Windows Display Driver Model), applications now create Direct3D 10 resources with different usage flags to indicate how the application intends on using the resource data. The new driver model virtualizes the memory used by resources; it then becomes the responsibility of the operating system/driver/memory manager to place resources in the most performant area of memory possible given the expected usage. The default case is for resources to be available to the GPU. Of course, having said that, there are times when the resource data needs to be available to the CPU. Copying resource data around so that the appropriate processor can access it without impacting performance requires some knowledge of how the API methods work. Copying Resource Data Accessing Resource Data Copying Resource Data Resources are created in memory when Direct3D executes a Create call. They can be created in video memory, system memory, or any other kind of memory. Since WDDM driver model virtualizes this memory, applications no longer need to keep track of what kind of memory resources are created in. Ideally, all resources would be located in video memory so that the GPU can have immediate access to them. However, it is sometimes necessary for the CPU to read the resource data or for the GPU to access resource data the CPU has written to. Direct3D 10 handles these different scenarios by requesting the application specify a usage, and then offers several methods for copying resource data when necessary. Depending on how the resource was created, it is not always possible to directly access the underlying data. This may mean that the resource data must be copied from the source resource to another resource that is accessible by the appropriate processor. In terms of Direct3D 10, default resources can be accessed directly by the GPU, dynamic and staging resources can be directly accessed by the CPU. Once a resource has been created, its usage cannot be changed. Instead, copy the contents of one resource to another resource that was created with a different usage. Direct3D 10 provides this functionality with three different methods. The first two methods( ID3D10Device CopyResource and ID3D10Device CopySubresourceRegion) are designed to copy resource data from one resource to another. The third method (ID3D10Device UpdateSubresource) is designed to copy data from memory to a resource. There are two main kinds of resources mappable and non-mappable. Resources created with dynamic or staging usages are mappable, while resources created with default or immutable usages are non-mappable. Copying data among non-mappable resources is very fast because this is the most common case and has been optimized to perform well. Since these resources are not directly accessible by the CPU, they are optimized so that the GPU can manipulate them quickly. Copying data among mappable resources is more problematic because the performance will depend on the usage the resource was created with. For example, the GPU can read a dynamic resource fairly quickly but cannot write to them, and the GPU cannot read or write to staging resources directly. Applications that wish to copy data from a resource with default usage to a resource with staging usage (to allow the CPU to read the data -- i.e. the GPU readback problem) must do so with care. See Accessing Resource Data for more details on this last case. Accessing Resource Data Accessing a resource requires mapping the resource; mapping essentially means the application is trying to give the CPU access to memory. The process of mapping a resource so that the CPU can access the underlying memory can cause some performance bottlenecks and for this reason, care must be taken as to how and when to perform this task. Performance can grind to a halt if the application tries to map a resource at the wrong time. If the application tries to access the results of an operation before that operation is finished, a pipeline stall will occur. Performing a map operation at the wrong time could potentially cause a severe drop in performance by forcing the GPU and the CPU to synchronize with each other. This synchronization will occur if the application wants to access a resource before the GPU is finished copying it into a resource the CPU can map. The CPU can only read from resources created with the D3D10_USAGE_STAGING flag. Since resources created with this flag cannot be set as outputs of the pipeline, if the CPU wants to read the data in a resource generated by the GPU, the data must be copied to a resource created with the staging flag. The application may do this by using the ID3D10Device CopyResource or ID3D10Device CopySubresourceRegion methods to copy the contents of one resource to another. The application can then gain access to this resource by calling the appropriate Map method. When access to the resource is no longer needed, the application should then call the corresponding Unmap method. For example, ID3D10Texture2D Map and ID3D10Texture2D Unmap. The different Map methods return some specific values depending on the input flags. See Map Remarks section for details. Performance Considerations It is best to think of a PC as a machine running as a parallel architecture with two main types of processors one or more CPU s and one or more GPU s. As in any parallel architecture, the best performance is achieved when each processor is scheduled with enough tasks to prevent it from going idle and when the work of one processor is not waiting on the work of another. The worst-case scenario for GPU/CPU parallelism is the need to force one processor to wait for the results of work done by another. Direct3D 10 tries to remove this cost by making the ID3D10Device CopyResource and ID3D10Device CopySubresourceRegion methods asynchronous; the copy has not necessarily executed by the time the method returns. The benefit of this is that the application does not pay the performance cost of actually copying the data until the CPU accesses the data, which is when Map is called. If the Map method is called after the data has actually been copied, no performance loss occurs. On the other hand, if the Map method is called before the data has been copied, then a pipeline stall will occur. Asynchronous calls in Direct3D 10 (which are the vast majority of methods, and especially rendering calls) are stored in what is called a command buffer. This buffer is internal to the graphics driver and is used to batch calls to the underlying hardware so that the costly switch from user mode to kernel mode in Microsoft Windows occurs as rarely as possible. The command buffer is flushed, thus causing a user/kernel mode switch, in one of four situations, which are as follows. IDXGISwapChain Present is called. ID3D10Device Flush is called. The command buffer is full; its size is dynamic and is controlled by the Operating System and the graphics driver. The CPU requires access to the results of a command waiting to execute in the command buffer. Of the four situations above, number four is the most critical to performance. If the application issues a ID3D10Device CopyResource or ID3D10Device CopySubresourceRegion call, this call is queued in the command buffer. If the application then tries to map the staging resource that was the target of the copy call before the command buffer has been flushed, a pipeline stall will occur because not only does the Copy method call need to execute, but all other buffered commands in the command buffer must execute as well. This will cause the GPU and CPU to synchronize because the CPU will be waiting to access the staging resource while the GPU is emptying the command buffer and finally filling the resource the CPU needs. Once the GPU finishes the copy, the CPU will begin accessing the staging resource, but during this time, the GPU will be sitting idle. Doing this frequently at runtime will severely degrade performance. For that reason, mapping of resources created with default usage should be done with care. The application needs to wait long enough for the command buffer to be emptied and thus have all of those commands finish executing before it tries to map the corresponding staging resource. How long should the application wait? At least two frames because this will enable parallelism between the CPU(s) and the GPU to be maximally leveraged. The way the GPU works is that while the application is processing frame N by submitting calls to the command buffer, the GPU is busy executing the calls from the previous frame, N-1. So if an application wants to map a resource that originates in video memory and calls ID3D10Device CopyResource or ID3D10Device CopySubresourceRegion at frame N, this call will actually begin to execute at frame N+1, when the application is submitting calls for the next frame. The copy should be finished when the application is processing frame N+2. Frame GPU/CPU Status N CPU issues render calls for current frame. N+1 GPU executing calls sent from CPU during frame N. CPU issues render calls for current frame. N+2 GPU finished executing calls sent from CPU during frame N. Results ready. GPU executing calls sent from CPU during frame N+1. CPU issues render calls for current frame. N+3 GPU finished executing calls sent from CPU during frame N+1. Results ready. GPU executing calls sent from CPU during frame N+2. CPU issues render calls for current frame. N+4 ...
https://w.atwiki.jp/blender2chwiki/pages/13.html
Blenderって何? GNU/GPLでライセンスされたフリーウェアソフトです 最新の3D技術を後追いし詰め込むだけ詰め込んで、商用総合ソフトに少し劣るぐらいの機能があります。 独特のUIで取っ付き難いですが、モデルエディタとアクションエディタを同じ基本操作で行えるため、あまり使わない機能もすぐ操作できる利点があります。 別名ショートカット地獄
https://w.atwiki.jp/jw68o8by4d/pages/23.html
Meld ここからダウンロードできるが、Windows上で実行するためにはPythonとPyGTKが必要 Pythonは2.7系、PyGTKは2.22系のバージョン(pygtk-all-in-one-2.22.6.win32-py2.7.msi)をインストールしよう PyGTKの新しいバージョンをインストールしたら正しく動作しないので注意 Windows上で利用するにはMercurial.iniに [ui] merge = winmerge [merge-tools] meld.executable = C \Python27\python meld.premerge = True meld.args = "C \Program Files\meld\bin\meld" -L Local $local -L Output $output -L Other $other meld.diffargs = -a -L $plabel1 $parent -L $clabel $child meld.diff3args = -a -L $plabel1 $parent1 -L $clabel $child -L $plabel2 $parent2 meld.dirdiff = True と指定するだけで良い PythonとPyGTKを「C \Python27」にインストールし、Meldのファイルを展開して「C \Program Files\meld」に入れた場合の設定なので注意 Meldは日本語フォルダや日本語ファイル名を扱えないので注意 Linux上で使うと設定も簡単で日本語パスも問題ないようだ
https://w.atwiki.jp/dxpages/pages/120.html
The Circuar Blot Play Game レビュー 攻略情報 PASSWORD 裏技情報 コメント 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/asigami/pages/597.html
曲名 アーティスト フォルダ 難易度 BPM NOTES/FREEZE(SHOCK) CURUS D-crew SuperNOVA 激10 184-188 294/35 STREAM VOLTAGE AIR FREEZE CHAOS 61 61 38 78 15 譜面 http //www.ddr.sh/steps/basic/c/curus/4m_curus_a_p.html 動画 http //www.youtube.com/watch?v=rlMORnbdSN4 (x2.0,VIVID) 解説 BPM推移 184-188 曲開始から踏み始めまでの時間が短いので注意。HS設定は事前に。 中盤のFA地帯は譜面密度が低く楽だが、途中にある8分17連に注意。また、8分17連の最後のフリーズアローからBPM188になる。 FA地帯を抜け、後半になると捻りを含む8分13連+4分同時が3回来る。BPMが高めなのでFA地帯で油断していると一気に閉店まで見える。 曲と譜面にズレがある模様。きちんと踏んでいるつもりがGreat量産している場合も珍しくない。 読み方は「キュラス」。 名前 コメント コメント(感想など) 8分5連地帯は(4分を含めた)全交互で踏める -- 名無しさん (2011-06-13 08 11 10) ↑訂正しておきました。 -- 名無しさん (2011-06-13 08 21 45) CURUSってどういう意味? -- D-CREW (2011-10-12 18 17 00) ラテン語で「不安」とい意味だった。 -- D-Crew (2011-10-12 21 55 29) 良い練習譜面。踊でFRE値稼いでそのままはもったいない -- 名無しさん (2011-11-06 17 11 32) レーダーはCHAOS以外結構高い -- D-crew (2012-08-10 09 57 16) ねっからの難化譜面ですね。後半を考慮すると、足11でもいいかも。 -- 名無しさん (2012-11-11 11 56 18) めっちゃ踏みまくってるイメージあるんだがノーツ300行かないんだな。↑もし足11だとしても弱の部類になると思う。ちなみに踊はFRE160以上あったりする。 -- 名無しさん (2012-11-11 13 04 42) ↑ああ、でしょうねw。旧4だったんで以前挑戦したら、フリーズに結構苦しめられた(個人的にフリーズがやや苦手なだけだがw)。 -- 名無しさん (2012-11-11 19 26 34) 足10ではAA出すのに結構苦労しました。ちょっと遅めに踏んだら光る・・・? -- 名無しさん (2012-11-17 02 40 38) 名前 コメント