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Research Analysis The market research report profiles well-balanced information with previous as well as future results with an aim to offer a better understanding of the Wastepaper Management Market . The market report further offers an in-depth view of the leading factors that are related to increasing the demand growth for Wastepaper Management Market . Not only this but also in this study the readers can get an in-depth report of the possibilities in combination with the latest trends in the targeted market. It is also a detailed combination of 10 years old qualitative and quantitative analysis of the industry that has been presented in the report with an aim to help the market players to increase maximum profit in the sector. The market research report also provides information on the record of individual sales records that are made with the expected revenue over the forecast period. This research report provides an extensive examination of all the related segments present in the industry. Moreover, it throws light on the recent development as well as the opportunity is that is going on in the Wastepaper Management Market . Get a Sample PDF File@ https //www.quincemarketinsights.com/request-sample-88268?pu Market Report Features Overview Of The Market Report The market research report offers a detailed quantitative as well as qualitative overview of the market for Wastepaper Management Market on the basis of area, category, product, competitors, and application. In terms of expanded coverage, the market report is further extended in terms of end-user market analysis and the comprehensive producer profile. Market Segmentation Of Wastepaper Management Market The market segmentation of the Wastepaper Management Market is done on the basis of technology, product type, application, distribution channel, and end-user. Geographical segmentation is also being done to get valuable insights into the Wastepaper Management Market . Geographical Analysis Doing the geographical analysis is very important to know about the broad feature of the market. In this section, the readers can get a comprehensive analysis of the Wastepaper Management Market based on the geographical location. This section throws light on the demand and sales output for the Wastepaper Management Market at the national and international levels. The study is being done taking into account some of the major geographic regions such as North America, Europe, Asia Pacific, South America, Middle East, and Africa. Make an Enquiry for purchasing this Report @ https //www.quincemarketinsights.com/enquiry-before-buying/enquiry-before-buying-88268?pu Market Key Highlights The market report on the Wastepaper Management Market is a summary of the current market situation for the Wastepaper Management Market . Moreover, the analysis provides information regarding the newly launched product and also the products that are to be launched during the forecast period. The study also includes minute details regarding market share, segment, trends, growth and forecast DS Smith Plc, Global Waste Recyclers Ltd., Republic Services Inc., Shanying International Holdings Co. Ltd., UPM-Kymmene Corp., Waste Management Inc.,. Company overview, latest trends, financials. Quince Market Insights Top Trending Research Report* https //qmi189135117.wordpress.com/2022/09/16/cumene-sulfonic-acid-market-size-industry-growth-rate-global-share-upcoming-trends-leading-players-products-and-services-overview-forecast-to-2032/ https //qmi189135117.wordpress.com/2022/09/16/3-hexenyl-salicylate-market-key-findings-growth-prospects-and-size-by-country-top-manufacturer-expansion-plans-and-business-strategy-forecast-to-2032/ https //qmi189135117.wordpress.com/2022/09/16/ethylene-glycol-monostearate-market-trends-growth-size-swot-analysis-opportunity-assessment-by-forecast-to-2021-drivers-and-applications-are-pertinent-for-sustenance-during-the-forecast-period-20/ Details Contained In The Wastepaper Management Market Report 2021 Market Overview 1.1 Market Introduction 1.2 Market Analysis By Type 1.2.1 Type 1 1.2.2 Type 2 1.3 Market Analysis By Applications 1.3.1 Application 1 1.3.2 Application 2 1.4 Market Analysis by Regions 1.4.1 North America 1.4.2 Europe 1.4.3 Asia Pacific 1.4.4 South America 1.4.5 the Middle East and Africa Market Scope Market Segmentation by type, application, end-users and regions Market Size estimation Market Competition Key Market Leaders Conclusions The market research report offers a detailed study of the Wastepaper Management Market which include market shares, size and growth opportunities by applications, product types and geographic regions. Not only this but also the report also contains a detailed summary of the leading market players. The experts have also mentioned the market growth, threats, opportunities and risks. About Us QMI has the most comprehensive collection of market research products and services available on the web. We deliver reports from virtually all major publications and refresh our list regularly to provide you with immediate online access to the world’s most extensive and up-to-date archive of professional insights into global markets, companies, goods, and patterns. Contact us Quince Market Insights Phone +1 208 405 2835 Email sales@quincemarketinsights.com Website https //www.quincemarketinsights.com/
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ネットワークに戻る RFC2616概要 HTTP/1.1 RFC6265概要 HTTP状態管理機構 パーセントエンコーディング(URLエンコード) URLで意味を持つコードと混同する日本語などのバイナリや特殊記号を16進形式にして、先頭に%を付加した文字に変換する。正確に言うと、非予約文字、予約文字以外を変換する。 項目 説明 非予約文字 ASCIIのコード範囲内の英字(大文字・小文字)、数字、ハイフン “-”、ピリオド “.”、アンダースコア “_”、チルダ “~” 予約文字 URIを表す符号。ASCIIのコード範囲内のコロン “ ”、スラッシュ “/”、疑問符 “?”、シャープ “#”、角括弧 “[”、“]”、単価記号 “@”、感嘆符 “!”、ドル記号・ペソ記号 “$”、アンパサンド “ ”、アポストロフィー・シングルクオート “'”、丸括弧 “(”、“)”、アスタリスク “*”、正符号・加算記号 “+”、コンマ “,”、セミコロン “;”、等号 “=” name=%E8%8F%85%E7%9B%B4%E4%BA%BA UTF-8で、%E8%8F%85:菅, %E7%9B%B4 直, %E4%BA%BA 人 x-www-form-urlencoded(URLエンコード) POSTのフォームデータをエンコードする。%を付加する方式は、パーセントエンコーディングと同じ。パーセントエンコーディングの予約文字も変換している スペースは"+"に変換。Javaのソースを見ると、英数字、"-","_", ".","*"以外を変換する BASE64 Wikipediaより データを64種類の印字可能な英数字のみを用いて、それ以外の文字を扱うことの出来ない通信環境にてマルチバイト文字やバイナリデータを扱うためのエンコード方式 7ビットのデータしか扱うことの出来ない電子メールにて広く利用されている A–Z, a–z, 0–9 までの62文字と、記号2つ (+ , /) 、さらにパディング(余った部分を詰める)のための記号として = が用いられる 76文字ごとに改行コードが入る Cookie Wikipediaより クッキーを設定する際、どの要求に対してクッキー情報を送り返すのか、URLの範囲を指定する。 規定値は、クッキーを設定したサーバに対するすべての要求であり、対象を広げることも狭めることもできる。ただし広げる場合でも、トップレベルドメインより狭い範囲でなければならない。 またクッキーの有効期限は、通常はブラウザを終了するまでだが、指定した期限まではブラウザを再度起動しても保持されるように設定することができる。有効期限の情報も、サーバからブラウザにクッキー情報を送信する段階で付加される。 無期限という設定は出来ない。 詳細: http //www.studyinghttp.net/cookies リクエスト 全てテキスト。行(CRLF)で区切られる。 フォーマット リクエストラインは1行。ヘッダは複数行。 大項目 小項目 説明 リクエストライン メソッド GET,POST,PUTなどのどれか。 リクエストURL リクエストを処理するURI プロトコルバージョン HTTPのバージョン。【例】HTTP/1.1 ヘッダ HOST リクエスト先のホスト名。必須項目 空行 POSTのときにヘッダの終了を示すために挿入される メッセージボディ POSTのときにリクエストデータを出力する 【例】 GET http //example.jp/31/31-001.[[php]] HTTP/1.1 リクエストライン Host example.jp --+ User-Agent Mozilla/5.0 ([[Windows]] NT 5.1; rv 2.0.1) Gecko/20100101 Firefox/4.0.1 | Accept text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8 +-- ヘッダ Accept-Language ja,en-us;q=0.7,en;q=0.3 | Accept-Encoding gzip, deflate | Accept-Charset Shift_JIS,utf-8;q=0.7,*;q=0.7 | Keep-Alive 115 | Connection keep-alive | Referer http //example.jp/31/ --+ Accept-CharsetでShift-JISの品質係数が1であるため、サーバは、Shift-JISでエンコードしたメッセージを返す。 POST http //example.jp/31/31-003.php HTTP/1.1 リクエストライン Accept image/gif, image/jpeg, image/pjpeg, image/pjpeg, application/vnd.ms-excel ヘッダ Referer http //example.jp/31/31-002.php Accept-Language ja User-Agent Mozilla/4.0 (compatible; MSIE 8.0; Windows NT 5.1; Trident/4.0; .NET CLR 1.1.4322; .NET CLR 2.0.50727; Inf oPath.1; .NET CLR 3.0.4506.2152; .NET CLR 3.5.30729) Content-Type application/x-www-form-urlencoded Accept-Encoding gzip, deflate Host example.jp Content-Length 65 Connection Keep-Alive Pragma no-cache name=%E8%8F%85%E7%9B%B4%E4%BA%BA mail=kan@aaa.jp gender=%E7%94%B7 メッセージボディ Hostヘッダ HTTP1.1では必須。POST/GETでのURIにHOSTを指定していなかった場合、Virtualホストを特定できない。そのためHostヘッダにHOST名を指定する。URIにホスト名があって、Hostヘッダにもホスト名がある場合はURIを優先する。URIにホスト名を指定することを強制すれば良いような気がするが。 Referer ヘッダの一種。リンク元のURLを示す。あるWebページのリンクをクリックして別のページに移動したときの、リンク元のページのこと。 改変、削除される場合があるので正しくリンクを示しているとは限らない。 セキュリティ上、問題となるのは、URLが秘密情報を含んでいる場合。たとえば、URLがセッションIDを含んでいる場合。なりすましに使われる可能性がある。 【例】 GET http //example.jp/31/31-002.php HTTP/1.1 Accept image/gif, image/jpeg, image/pjpeg, image/pjpeg, application/vnd.ms-excel, application/vnd.ms-powerpoint, appl ication/msword, application/x-shockwave-flash, application/x-ms-application, application/x-ms-xbap, application/vnd.ms -xpsdocument, application/xaml+xml, */* Referer http //example.jp/31/ Accept-Language ja User-Agent Mozilla/4.0 (compatible; MSIE 8.0; Windows NT 5.1; Trident/4.0; .NET CLR 1.1.4322; .NET CLR 2.0.50727; Inf oPath.1; .NET CLR 3.0.4506.2152; .NET CLR 3.5.30729) Accept-Encoding gzip, deflate Host example.jp Connection Keep-Alive http //example.jp/31/のHTMLのaタグからリクエストが発生したため、Refererヘッダがつく。 レスポンス 全てテキスト。行で区切られる。 フォーマット ステータスラインは1行。ヘッダ、ボディは複数行。 大項目 小項目 説明 ステータスライン プロトコルバージョン ステータスコード 1XX 処理継続、2XX 正常終了、3XX リダイレクト、4XX クライアントエラー、5XX サーバエラー テキストフレーズ レスポンスヘッダ Content-Length ボディのバイト数 Content-Type MIMEタイプ; charset=エンコーディング 空行 ヘッダの終わりを示す ボディ 【例】 HTTP/1.1 200 OK Date Wed, 04 May 2011 04 51 51 GMT Server [[Apache]]/2.2.14 (Ubuntu) X-Powered-By PHP/5.3.2-1ubuntu4.2 Vary Accept-Encoding Content-Length 20 Keep-Alive timeout=15, max=100 Connection Keep-Alive Content-Type text/html; charset=UTF-8 body 13 51 /body Content-type メディアタイプを示すエンティティヘッダ(メッセージボディに対する付随情報)。type "/" subtype *( ";" parameter )であらわされる。text/html; charset=utf-8など。charsetを追加すると出力の文字コードを示す。HTML文書にapplication/octet-streamを付けると、 多くの場合、Webブラウザはそれをダウンロードするか否か問い合わせるようになる。 Apacheの場合は、httpd.confの以下の設定でcharsetを指定する。 AddDefaultCharset UTF-8 Tomcatでは、JSPのpageディレクティブで設定する。 %@ page language="java" contentType="text/html; charset=Windows-31J" pageEncoding="Windows-31J" % http //www.atmarkit.co.jp/fjava/rensai3/mojibake01/mojibake01.html 参照
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Market Scenario The anticipated global OTT content market size is expected to cross USD 551.75 billion by the end of the present forecast years. The current growth rate for the market in the present forecast years is recorded to be a CAGR of 17.9%. The OTT content services are a revolutionary substitute for older traditional telecommunication methods. The OTT term is defined as the mode of facilitating digital content over the internet without the use of any set-top box or cable subscription. It means that one doesn’t need to subscribe to any kind of cable TV subscription to enjoy its contents. The OTT services, in a nutshell, consist of television, telephony, SMS and others. The audience across the world is now switching from cable subscriptions to OTT subscriptions for its easy accessibility with just the internet. Thus, the demand pace is increasing at a rapid scale. With OTT picking up the trends, the content personalization concept has grown substantially. Hence, it is a data drive approach that promotes content creation for launching them over dedicated platforms. For a long time in the past, the impersonalized content ruled the entertainment arena, but not anymore. Such contents are now outdated and boring, for which OTT is escalating to the next levels. The demand is not specific to any country or region but is worldwide. The content personalization over the platforms is created with the taste and choices of the intended audience. Based on the viewing preferences, the platforms decide upon creating content or posting the ones they think would interest the viewers. Thus, this report is a brief reflection on the overall growth potential of this entire market. The market segmentation here highlights the fundamental elements that are put together for collective utilization. With the reputation amidst the young world, the regional analysis highlights the worldwide exposure of the OTT market, which explains the predictability of high market size in the present forecast years. Following that, the industry news upon select key players also explains the urge of the collective market to make the market thrive. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/2912 Browse Full Report @ https //www.marketresearchfuture.com/reports/over-the-top-content-market-2912 Over The Top Content Market - Competitive Analysis With the entry of new industry players in over-the-top content market segment, a trend of solid, volume-driven growth has been observed in the market with the addition of new and advanced content types in the segment. Companies are aiming to capture solidify their share of the market segment, by competing and experimenting with various advantage points. The best long-term growth opportunities for this sector can be captured by ensuring quality content delivery and financial flexibility to invest in the optimal strategies. Effective planning is essential in terms of business development so as to gain maximum returns on investment. The prominent players in over the top content market are – Apple, Inc. (U.S.), Facebook (U.S.), Google, Inc. (U.S.), Netflix, Inc. (U.S.), Tencent Holdings Limited (China), ActiveVideo Networks, Inc. (U.S.). Other important players in the market are Brightcove Inc. (Boston,USA), Hulu LLC. (Santa Monica), Microsoft Corporation (U.S.), Nimbuzz (Netherlands), Limelight Networks, Inc. (India), Roku, Inc. (USA), among others. Over The Top Content Market – Segments Based on the content type segmentation, the global OTT market is categorized into various types of content posted over dedicated platforms. The types include VoIP, Videos and Images. Based on the deployment type segmentation, the global OTT market acts upon a couple of deployment systems, including cloud and on-premise deployment. Over The Top Content Market - Regional Analysis The regional analysis of Over-The-Top Content Market is being studied for regions such as Asia Pacific, North America, Europe and Rest of the World. It has been observed that North America would dominate the over-the-top content market owing to factors such as high speed connectivity and presence of well-established content providers in that region. Asia Pacific over-the-top content market is expected to show a positive growth over the forecast period owing to factors such as rise in OTT content providers. Latest Industry News With all of the possibilities in OTT entertainment systems, the subscription amounts are also supposed to be fair at all times. Recently, Google, Netflix and a few other platforms were fined for upgrading to unfair subscription amounts. The companies are working on neutralizing this drawback! 14 Nov 2017 The startup Philo has received $25 million in funding from five cable programming groups. Following the investment Philo has launched an over-the-top skinny TV bundle that strips out expensive broadcast and sports networks. Nov 2017 HBO has launched an over-the-top subscription streaming service in parts of Central Europe. This move will allow its viewers in Hungary, Romania, the Czech Republic and Slovakia to stream HBO programming alongside HBO Europe’s local content and will not require users to have a pay TV subscription. October 2017 DirecTV, the satellite TV business owned by AT T the company is preparing to release a set-top box that will deliver content entirely by way of the Internet, instead of satellite, with Google’s Android TV software serving to power the box. 8 September 2016 Quiptel Hong Kong Limited, the video streaming technology company has been acquired by Falcon Acquisitions Plc which is strategically focused on the over-the-top (“OTT”) market. 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編集//タグ 目次 大見出し page 翻訳状況 Credits Contents 1 原文のみ Welcome to Glorantha 2-14 自動翻訳 The Two Empires 15-31 自動翻訳 Major Cultures 32-64 自動翻訳 Major Races 65-81 自動翻訳 World Gazetter 82-124 自動翻訳 Campaign Setting Safelster, Cities of Intrigue 125-157 未掲載 Index 158-160 未掲載 見出し ※翻訳の済/未については2008/01/14時点のものです。リアルタイムにアップデートしているわけではないので注意。 ページ 原語 訳語 済 未 002 *WELCOME TO GLORANTHA *.グローランサへようこそ 1 3 002 **Myth and Adventure **.神話と冒険 1 21 003 ***Gloranthan Themes ***.グローランサのテーマ 11 0 003 **The World **.世界 16 0 003 ***Geography ***.地理 13 0 004 ***Calendar ***.カレンダー 11 0 004 **Cultures and Peoples **.文化と民族 5 0 004 ***The Old Ways ***.古き流儀 3 0 004 ****Orlanthi, Worshippers of the Storm Tribe ****.オーランス人、嵐の部族の信者 13 0 005 ****Pelorians, Worshippers of the Sky Gods ****.ペローリア人、天空の神々の信者 13 0 005 ***New Empires ***.新しい帝国 4 0 005 ****God Learners ****.神知者 14 0 006 ****Wyrmfriends ****.ワームの友邦 13 0 006 ****Dragonewts ****.ドラゴニュート 8 0 007 ***Kraloreli ***.クラロレラ人 7 0 007 ***Teshnans ***.テシュノス人 8 0 007 ***Vithelans ***.ヴィゼラ人 6 0 007 ***Nomads of the Waste ***.大荒野の遊牧民 5 0 007 ***Pamaltelans ***.パマールテラ人 3 0 007 **The Inhuman Races **.非人間種族 3 0 007 ***Aldryami (Elfs) ***.アルドリアミ(エルフ) 9 0 007 ***Chaos Creatures ***.混沌の生物 4 0 008 ***Hsunchen (Beast Men) ***.スンチェン(獣人) 6 0 008 ***Mostali (Dwarfs) ***.モスタリ (ドワーフ) 5 0 008 ***Timinits (Insect Men) ***.ティミニット(昆虫人) 6 0 008 ***Uz (Trolls) ***.ウズ(トロウル) 9 0 008 **Gods and Heroes **.神々と英雄 5 0 008 ***Runes (Common Magic) ***.ルーン(共通魔術) 6 0 008 ***Folk Magic ***.民族魔術 6 0 009 ***Higher Magic ***より高度な魔術 8 1 009 ****Divine Magic ****.神性魔術 8 0 009 ****Spirit Magic ****.精霊魔術 12 0 009 ****Sorcery (Book Magic) ****.魔導(書籍魔術) 7 0 009 ****Mystic Magic ****.悟法魔術 7 0 010 ***The Otherworlds ***.異界 1 20 011 ***HeroQuesting ***ヒーロークエスト 0 28 011 **History in a Nutshell **簡易年表 0 4 012 ***Prehistory (The God Time) ***先史(神の時代) 0 19 012 ***The First Age Recovery and Catastrophe ***第一期:リカバリーとカタストロフィー 1 42 014 ***Current Events Year 908 ***現在のできごと:908年 0 2 014 ****The Two-Year Winter ****.2年の冬 1 9 014 ****Dara Happa Stirs ****ダラ・ハッパは身動きします 0 6 014 ****Assault on the Clanking City ****.刀鳴りの都への襲撃 1 4 014 ****Dread Omens on the Sea **** 海の上に前兆を恐れてください 0 6 015 *THE TWO EMPIRES *.2つの帝国 1 2 015 **The God Learners **.神知者 1 12 015 ***A Short History of the Empire *** 帝国の短い歴史 0 83 018 ***What God Learners Do ***神知者は何をするのか 0 14 019 ****Faith and Magic A Conflict of Interest ****信頼と魔術:利害の衝突 0 23 020 ****Looting the World of Myth ****.神話世界の略奪 1 24 020 ***Politics ***.政治 1 27 022 ***Commerce ***貿易 12 1 022 ***War ***戦争 10 1 023 ***Notables ***.名士 1 36 024 **Empire of Wyrm’s Friends **ワームの友人たちの帝国 0 25 025 ***What Wyrmfriends Know ***ワームの友は何を知っているのか 0 25 026 ***A Short History of the EWF ***Aショート EWF の歴史 0 40 027 ***Magic ***.魔術 1 30 028 ****Building the Dragon ****ドラゴンを作る 0 8 028 ****Dragon Secrets ****ドラゴン秘密 0 8 028 ***Politics ***政治 0 21 029 ***Commerce ***.貿易 1 15 029 ***War ***.戦争 1 17 030 ***Notables ***.名士 1 25 031 ****Enemies of the EWF ****.EWFの敵 1 21 032 *MAJOR CULTURES *.主要な文化 1 8 032 **Kraloreli **.クラロレラ人 7 0 032 ***My Myths ***.私の神話 1 3 032 ****Wild Man ****乱暴な男 0 13 033 ****Aptanance the Sage ****.”賢者”アプタネイス 4 14 033 ****Dragons ****.ドラゴン 1 8 033 ****The Mystic Gods ****法士神々 0 9 033 ****Foreign Monsters Invade ****外国のモンスターの侵入 0 32 034 ***My History ***私の歴史 0 40 035 ***My Life ***.私の生活 1 24 036 ***My Magic ***私の魔術 0 8 036 ***Why I Adventure ***なぜ私は冒険するのか 0 4 036 **Orlanthi **オーランス人 0 11 036 ***My Myths ***私の神話 0 80 038 ***My History ***私の歴史 2 21 039 ***My Life ***私の人生 0 85 041 ***My Magic ***私の魔術 0 18 042 ***Why I Adventure ***なぜ私は冒険するのか 0 6 042 **Malkioni **マルキオンの 0 8 042 ***My Myths ***私の神話 0 2 042 ****The First Action Creation ****最初の行動:創造 0 15 042 ****The Second Action Manifestation and Perception ****2番目の行動:表明と認識 0 7 042 ****The Third Action Multiplication and Identification ****3番目の行動:乗算と身元確認 0 19 043 ****The Fourth Action Duplication and Preservation ****4番目の行動:複製と保存 0 23 044 ****The Fifth Action Era Decay and Doom ****5番目の行動時代:腐敗と宿命 0 43 044 ***My History ***私の歴史 0 5 045 ****Prince Hrestol ****フレストル王子 0 16 045 ****The Sunstop, Gbaji and Arkat ****太陽の静止、グバージとアーカット 0 8 045 ****The Abiding Book ****久遠の書(不変の書) 0 19 046 ****Return to Rightness ****「正道への回帰」 0 6 046 ***My Life ***私の生涯の書 0 48 048 ***My Magic ***私の魔術 0 11 048 **Nomads of the Waste **大荒野の遊牧民 0 4 048 ***My Myths ***私の神話 0 21 049 ***My History ***私の歴史 0 56 050 ***My Life ***私の生活 0 57 051 ***Why I Adventure ***なぜ私は冒険するのか 0 8 051 **Pamaltelan **パマールテラ人 0 8 051 ***My Myths ***私の神話 0 74 052 ***My History ***私の歴史 0 14 053 ***My Life ***私の生活 0 5 053 ****The Arbennan ****アーベナン語 0 13 054 ****The Doraddi ****ドラド人 0 13 054 ****The Tarint ****タリエン語 0 12 054 ***My Magic ***私の魔術 0 7 054 ***Why I Adventure ***なぜ私は冒険するのか 0 7 055 **Pelorians **ペローリア人 0 10 055 ***My Myths ***私の神話 0 55 056 ***My History ***私の歴史 0 23 056 ***My Life ***私の生活 0 34 058 ***My Magic ***私の魔術 0 4 058 ***Why I Adventure ***なぜ私は冒険するのか 0 10 058 **Teshnan **テシュノスの 0 6 059 ***My Myths ***私の神話 0 62 060 ***My History ***私の歴史 0 18 061 ***My Life ***私の生活 0 6 061 ***My Magic ***私の魔術 0 3 061 ***Why I Adventure ***なぜ私は冒険するのか 0 9 062 **Vithelan **ヴィゼラ 0 9 062 ***My Myths ***私の神話 0 50 063 ***My History ***私の歴史 0 49 064 ***My Life ***私の生涯の書 0 7 064 ***My Magic ***私の魔術 0 11 064 ***Why I Adventure ***なぜ私は冒険するのか 0 3 065 *MAJOR RACES *.主要な種族 3 0 065 **Aldryami (Elfs) **.アルドリアミ(エルフ) 5 0 065 ***My Myths ***.私の神話 8 31 066 ***My History ***私の歴史 0 32 066 ***My Life ***私の生活 0 17 067 ***My Magic ***私の魔術 0 3 067 ***Why I Adventure ***なぜ私は冒険するのか 0 9 067 **Dragonewts **ドラゴニュート 0 6 067 ***My Myths ***私の神話 0 49 069 ***My History ***私の歴史 0 53 070 ***My Magic ***私の魔術 0 7 070 ***Why I Adventure ***なぜ私は冒険するのか 0 10 070 **Mostali (Dwarfs) **モスタリ 0 7 071 ***My Myths ***私の神話 0 14 071 ****Mostali Origins ****モスタリの起源 0 16 071 ****The Spike ****スパイク 0 10 071 ****The Breaking of the World Machine ****世界機械の破壊 0 14 071 ****Mostal Dies ****モスタルの死 0 11 072 ****Iron, Clay and Diamond ****鉄、クレイとダイヤモンド 0 13 072 ****Return from Chaos ****混沌からの回復 0 14 072 ***My History ***私の歴史 0 35 073 ***My Magic ***私の魔術 0 5 073 ***Why I Adventure ***なぜ私は冒険するのか 0 5 074 **Timinits (Insect Men) **ティミニット 0 14 074 ***My Myths ***私の神話 0 23 075 ***My History ***私の歴史 0 57 077 ***My Magic ***私の魔術 0 9 077 ***Why I Adventure ***なぜ私は冒険するのか 0 2 078 **Uz (Trolls) **.ウズ(トロウル) 33 0 078 ***My Myths ***.わしの神話 1 61 080 ***My History ***私の歴史 0 64 081 ***My Magic ***私の魔術 0 9 081 ***Why I Adventure ***なぜ私は冒険するのか 0 10 082 *WORLD GAZETTEER *世界地名辞典 0 1 082 **Jrustela **ジルステラ 0 30 082 ***Cities of Jrustela ***ジルステラの都市 0 2 083 ****Arshu Phola ****Arshu Phola 0 9 083 ****Eradinthanos ****Eradinthanos 0 7 083 ****Evrowal ****Evrowal 0 7 083 ****Hathinelthor ****Hathinelthor 0 7 083 ****Hredmorinos ****フレドモリノス 0 6 083 ****Irenstos *****Irenstos 0 7 084 ****Jalanswal ****Jalanswal 0 6 084 ****New Frowal ****新しいフロウォル 0 7 085 ****Orphalsketkal (New Orphalsket) ****Orphalsketkal (新しい[オルファルスク]) 0 7 085 ****Peresk ****Peresk 0 9 085 ****Piskosol ****Piskosol 0 22 086 ****Shenilstos ****Shenilstos 0 8 086 **Seshnela **セシュネラ 0 32 088 ***Arolanit ***アロラニート 0 10 088 **Brithos **ブリソス 0 45 090 **Fronela **フロネラ 0 6 090 ***Loskalm ***ロスカルム 0 19 090 ****Notables ****名士 0 13 090 ***Janube Valley ***ジャニューブ谷 0 15 091 ***Charg ***チャーグ 0 11 091 ***The Golaros Lowlands ***[ゴラーロス]低地 0 6 091 ***Maidstone Mountains ***メイドストーン山脈 0 5 092 ***Rathorela ***[ラソレラ] 0 7 092 ***Tastalor ***Tastalor 0 7 093 **Slontos **スロントス 0 5 093 ***Wenela ***ウェネリア 0 9 094 ***Ramalia ***ラマーリア 0 8 094 ***Maniria ***マニリア 0 12 096 ***Kotorsland ***Kotorsland 0 2 096 **Carmania **カルマニア 0 12 096 ***An Empire in the Making ***発達過程の帝国 0 35 097 ***Brolia ***ブローリア 0 12 097 ***Talastar ***タラスター 0 9 098 **Peloria **ペローリア 0 5 098 ***Dara Happa ***ダラ・ハッパ 0 20 098 ***Darjin ***ダージーン 0 7 099 ***Rinliddi ***リンリディ 0 20 100 ***Kostadi ***コスターディ 0 8 100 ***Sylila ***シリーラ 0 6 101 ***Dorastor ***.ドラストール 1 7 101 ***Balazar ***.バラザール 1 16 101 ***Garsting ***.ガースティング 1 8 101 ***Elder Wilds ***.古き荒野 1 5 102 ***Redlands ***Redlands 0 10 102 **Kethaela **ケタエラ 0 10 102 ***Caladraland, Realm of Volcanoes ***カラドラランド、火山の領域(神界の) 0 8 102 ***Esrolia, Land of Women ***エスロリア、女性たちの土地 0 7 103 ***Hendrikiland ***ヘンドレイキの地 0 9 103 ***God Forgot ***忘神派 0 6 104 ****The Clanking City ****刀鳴りの都 0 8 104 ***Shadow Plateau ***影の高原 0 7 104 **Dragon Pass **ドラゴン・パス 0 35 108 **The Wastelands **大荒野 0 7 108 **Pent **ペント 0 20 109 **Kralorela **クラロレラ 0 11 110 ***Continual Ascendance ***頻繁な支配力 0 7 110 ***Green Contemplation ***緑の熟考 0 8 111 ***Hopeful Centrality ***楽観的な核心 0 9 111 ***Inner Retreat ***内面的な後退 0 8 112 ***Respectful Welcome ***敬意を表する歓迎 0 6 112 ***Truthful Exhalation ***誠実な息の吐き出し 0 11 113 ***Kuchawn, City of Exemption ***免除の[クチャウン]、市 0 8 114 ***Churn Durel, The Kingdom of Ignorance ***撹乳器 Durel 、忘却王国 0 7 114 ***Shan Shan Mountains ***シャン=シャン山脈 0 10 114 **Verenela **[ヴェレネラ] 0 3 114 ***Teshnos ***テシュノス 0 6 114 ***Trowjang ***トロウジャン 0 6 115 ***Melib ***メリブ 0 5 115 **Vithela (The Eastern Isles) **ヴィゼラ (イースタン島) 0 5 115 ***Hanfarador Islands ***ハンファラドル諸島 0 6 115 ***Arandinni Islands ***アランディニ島 0 6 115 ***Arch-Duchy of Haragala ***[ハラガラ]の首位の公爵領 0 6 115 ***Mokato ***モカトウ 0 18 116 ***Homago ***ホマーゴ 0 6 116 ***Keetslands ***Keetslands 0 6 116 ***Vormain ***ヴォルメイン 0 6 117 **Pamaltela **パマールテラ 0 6 117 ***Fonrit ***フォンリット 0 10 117 ***The Northern Mountains ***北方山脈 0 15 117 ***The Interior ***内部 0 7 118 ***Elf Coasts ***エルフ海岸 0 11 118 ***Umathela, Kingdom of Learning ***ウーマセラ、学習の王国 0 13 118 ****Cities of Umathela ****ウーマセラの都市 0 9 119 **The Oceans **大洋 0 3 119 ***Magasta’s Pool ***マガスタの渦 0 11 119 ***Western Waters ***西の水域 0 2 119 ****Hudaro Ocean ****[フダロ ]海 0 4 119 ****Banthe Sea ****バンザ海 0 5 119 ****Neliomi Sea ****ネレオミ海 0 5 120 ****Vadeli Islands ****ヴェイデル諸島 0 8 120 ****Kereneth Sea ****[ケレネス]海 0 3 120 ****Swermela Sea ****スワーメラ海 0 5 120 ****Keniryan Sea ****[ケニリアの]海 0 4 120 ***Eastern Waters ***東の水域 0 2 120 ****Sshorg Sea ****ショーグ海 0 4 120 ****Teleos ****テレオス 0 10 121 ****Dinisso Sea ****[ディニッソ]海 0 5 121 ****Dashomo Sea ****ダスモ海 0 4 121 ****Kahar Sea ****カハール海 0 5 121 ****Togaro Ocean ****トガロ海 0 6 121 ***The Edges Of the World ***世界の端 0 4 122 ****Altinela, Beyond the Glaciers ****氷河の向こうの、[アルティネラ] 0 7 122 ****Theyala, Land of Dawn ****Theyala 、曙の土地 0 5 122 ****Sakum, the Burning Regions ****Sakum 、白熱した地域 0 7 122 ****Luathela, Land of Sunset ****ルアーセラ、日没の土地 0 9 123 **Otherworldly Realms **.この世ならざる領域 5 0 123 ***The Visible Sky ***目に見える空 0 10 124 ***The Sky World ***.天上界 5 0 124 ***The Realms Below ***.世界の底 10 0 囲み記事 ページ 原語 訳語 済 未 002 ***A Classic Setting, Revisited ***再訪されて、クラシックな環境 0 7 003 ***A Moonless Sky ***.月のない空 13 2 005 ***Currency ***.通貨 6 0 005 ***Gloranthan Metals ***.グローランサの金属 15 1 011 ***Many Worlds, Many Terms ***多くの世界、多くの期 0 17 013 ***The God Learners’ Secret ***神知者の秘密 0 8 014 ***A Quick Note on Pronunciation ***.発音についての走り書き 5 1 015 ***How To Act Like A God Learner ***.神知者らしく振る舞うには 1 14 018 ***Ducal Wars ***公爵の戦争 0 12 019 ***What’s Your Faction? ***あなたの派閥は何ですか? 0 21 021 ***The Goddess Switch ***女神のすげかえ 0 20 022 ***How Do I Scheme? ***.謀略にたずさわる 13 0 022 ***How Do I Trade? ***商売にたずさわる 7 1 023 ***Who Do I Fight? ***.私は誰と戦うのか? 1 2 024 ***God Learner Tolerance ***神学習者許容 1 16 027 ***Draconic Powers ***.竜族の力 1 5 029 ***How Do I Scheme? ***.私は何を企むのか? 1 13 029 ***How Do I Trade? ***.私はどう取引するのか? 1 1 030 ***Who Do I Fight? ***.私は誰と戦うのか? 1 6 034 ***Ascended Gods ***神々を登りました 0 11 035 ***How To Play A Kraloreli ***.クラロレラ人を演ずるには 9 8 039 ***Foreign Gods ***異邦の神々 4 14 041 ***Draconised Orlanthi ***ドラゴン的オーランス人 3 36 045 ***Sorcery Schools of the Dawn Age ***曙時代の魔術学校 0 18 047 ***Malkioni Saints ***マルキオンの聖人 0 40 052 ***Pamaltela’s Non-Pamaltelans ***パマールテラの非パマールテラ人 0 20 053 ***The Destroyed Peoples ***破壊された民族 0 22 057 ***Other Pelorian Cultures ***他のペローリア文化 0 16 058 ***How To Play A Yelmite Noble ***イェルムの貴族を演ずるには 0 16 060 ***Other Peoples of Teshnos ***テシュノスの他の民族 0 31 066 ***How To Act Like An Aldryami ***.アルドリアミらしく振る舞うには 1 15 068 ***Dragonewt Existence ***ドラゴニュートの生活 0 41 074 ***Mostali Models ***モスタリモデル 0 14 075 ***Types of Insect Men ***昆虫人の種類 0 28 076 ***How To Act Like A Timinit ***ティミニットのように振る舞うには 0 16 077 ***Attitudes toward other Inhumans ***他の非人間に対する態度 0 26 079 ***Uz Life ***ウズの生活 0 35 086 ***Svalwal, The Shattered City ***Svalwal 、散り散りになった市 0 17 091 ***Sog City ***ソグ・シティ 1 23 098 ***Darjini Clans ***ダージーン氏族 0 9 099 ***Unconquered Lands ***征たれざる国 0 12 104 ***Esvularings ***Esvularings 0 4 104 ***Draconic Agriculture ***竜族の農業 0 24 107 ***The Lordly Forests ***君主の森 0 25 112 ***Dragonewt Colonies ***ドラゴニュートのコロニー 0 14 114 ***Fethlon ***フェトロン 0 15 117 ***The Undiscovered Heresy ***未発見の異端 0 13 120 ***Fate of the Waertagi ***ウェアタグ人の運命 0 15 121 ***Slon ***[スローン] 0 16 123 ***Higher Realms ***専門領域 0 12 テキスト補正 誤植といっていいかどうかわからないので「テキスト補正」としています。 位置 修正前 修正後 備考 p104左段 Castleof Lead Castle of Lead スペースを追加 名前 コメント すべてのコメントを見る
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} 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; 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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 }; 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https://w.atwiki.jp/matchmove/pages/96.html
Control Panel Reference SynthEyes has the following control panels · Summary Panel · Rotoscope Control Panel · Feature Control Panel · Tracking Control Panel. · Lens Control Panel. · Solver Control Panel. · Coordinate System Control Panel. · 3-D Control Panel. · Lighting Control Panel. · Flex/Curve Control Panel. Select via the control panel selection portion of the main toolbar. The Graph Editor icon appears in the toolbar area to indicate a nominal workflow, but it launches a floating window. Additional panels are described below · Add Many Trackers Dialog · Advanced Features · Clean Up Trackers · Coalesce Nearby Trackers · Curve tracking control · Finalize Trackers · Fine-Tuning Panel · Green-screen control · Hard and Soft Lock Controls · Hold Tracker Preparation Tool · Image Preparation · Spinal Editing Control The shot-setup dialog is described in the sectionOpening the Shot. Spinners SynthEyes uses spinners, the stacked triangles on the right of the following graphic ( ), to permit easy adjustment of numeric fields on the control panels. The spinner control provides the following features · Click either triangle to increase or decrease the value in steps, · Drag within the control to smoothly increase and decrease the value, · Turns red on key frames, · Right-click to remove a key, or if none, to reset to a predefined value, · Shift-drag or -click to change the value much more rapidly, · Control-drag or -click to change the value slowly for fine-tuning. Tool Bar New, Open, Save, Undo, Redo. Buttons. Standard Windows (only). Use the Undo/Redo menu items instead to see what function will be undone or redone. (Control Panel buttons). Changes the active control panel. Forward/Backward (/). Button. Changes the current playback and tracking direction. Reset Time. Button. Resets the timebar so that the entire shot is visible. Fill. Button. The camera viewport is reset so that the entire image becomes visible. Shift-fill sets the zoom to 1 1 horizontally. Viewport Configuration Select. List box. Selects the viewport configuration. Use the viewport manager on the Window menu to modify or add configurations. Camera01. Active camera/object. Click to cycle through the cameras and objects. Play Bar Rewind Button. Rewind back to the beginning of the shot. Back Key Button. Go backwards to the previous key of the selected tracker or object. Frame Number. Numeric Field. Sequential frame number, starting at zero or at 1 if selected on thepreferences. Forward Key Button. Go forward to the next key of the selected tracker or object. To End Button. Go to the last frame of the shot. Frame Backwards. Button. Go backwards one frame. Auto-repeats. Play/Stop/. Button. Begin playing the shot, forwards or backwards, at the rate specified on the View menu. Frame Forward. Button. Go forwards one frame. Auto-repeats. Summary Panel Auto.(the big green one)Run the entire match-move process create features(blips), generate trackers, and solve. If no shot has been set up yet, you will be prompted for that first, so this is truly a one-stop button. See alsoSubmit for Batch. Motion Profile.Select one of several profiles reflecting the kinds of motion the image makes. UseCrash Panfor when the camera spins quickly, for example, to be able to keep up. Or useGentle Motionfor faster processing when the camera/image moves only slightly each frame. Green Screen.Brings up thegreen-screencontrol dialog. Zoom Lens.Check this box if the camera zooms. On Tripod.Check this box if the camera was on a tripod. Hold.Animated Button. Use to create hold regions to handle shots with amix of normal and tripod-modesections. Fine-tune.Performs an extra stage of re-tracking between the initial feature tracking and the solve. Thisfine-tuning passcan improve the sub-pixel stability of the trackers on some shots. Settings.Launches the settings panel for fine-tuning. Run Auto-tracker.Runs the automatic tracking stage, then stops. Solve.Runs the solver. Not solved.This field will show the overall scene error, in horizontal pixels, after solving. Coords(共同作用).Initiates a mode where 3 trackers can be clicked to define a coordinate system. After the third, you will have the opportunity to re-solve the scene to apply the new settings. Same as *3 on the Coordinate System panel. 3つのトラッカーが座標系を定めるためにクリックすることができるモードを始めます。 第3の後、新しいセッティングを適用するためにシーンを再解析することがあると思います。 座標系パネルの*3と同じです。 Master Solution Reset ().Clear any existing solution points and object paths. Rotoscope Control Panel The roto panel controls the assignment of a shot s blips to cameras or objects. The roto mask can also be written as an alpha channel or RGB image using the image preprocessor. Spline/Object List. An ordered list of splines and the camera or object they are assigned to. The default Spline1 is a rectangle containing the entire image. A feature is automatically assigned to the camera/object of thelastspline in the list that contains the feature. Double-click a spline to rename it as desired. Camera/Object Selector. Drop-down list. Use to set the camera/object of the spline selected in the Spline/Object List. You can also selectGarbageto set the spline as a garbage matte. Show this spline. Checkbox. Turn on and off to show or hide the selected spline. Also see the View/Only Selected Splines menu item. Key all CPs if any. Checkbox. When on, moving any control point will place a key on all control points for that frame. This can help make keyframing more predictable for some splines. Enable. Button. Animatable spline enable. Create Circle. Lets you drag out circular splines. Create Box. Lets you drag out rectangular splines. Magic Wand. Lets you click out arbitrarily-shaped splines with many control points. Delete. Deletes the currently-selected spline. Move Up. Push button. Moves the selected spline up in the Spline/Object List, making it lower priority. Move Down. Push button. Moves the selected spline down in the Spline/Object List, making it higher priority. Shot Alpha Levels. Integer spinner. Sets the number of levels in the alpha channel for the shot. For example, select 2 for an alpha channel containing only 0 or 1(255), which you can then assign to a camera or moving object. Object Alpha Level. Spinner. Sets the alpha level assigned to thecurrentcamera or object. For example, with 2 alpha levels, you might assign level 0 to the camera, and 1 to a moving object. The alpha channel is used to assign a feature only if it is not contained in any of the splines. Import Tracker to CP. Button. When activated, select a tracker then click on a spline control point. The tracker s path will be imported as keys onto the control point. Feature Control Panel Motion Profile.Select one of several profiles reflecting the kinds of motion the image makes. UseCrash Panfor when the camera spins quickly, for example, to be able to keep up. Or useGentle Motionfor faster processing when the camera/image moves only slightly each frame. Clear all blips.Clears the blips from all frames. Use to save disk space after blips have been peeled to trackers. Blips this frame. Push button. Calculates features (blips) for this frame. Blips playback range. Push button. Calculates features for the playback range of frames. Blips all frames. Push button. Calculates features for the entire shot. Displays the frame number while calculating. Once started, can’t be interrupted! Delete. Button. Clears the skip frame channel from this frame to the end of the shot, or the entire shot if Shift is down when clicked. Skip Frame. Checkbox. When set, this frame will be ignored during automatic tracking and solving. Use (sparingly) for occasional bad frames during explosions or actors blocking the entire view. Camera paths are spline interpolated on skipped frames. Advanced. Push button. Brings up a panel with additional control parameters. Link frames. Push button. Blips from each frame in the shot are linked to those on the prior frame (depending on tracking direction). Useful after changes in splines or alpha channels. Peel. Mode button. When on, clicking on a blip adds a matching tracker, which will be utilized by the solving process. Use on needed features that were not selected by the automatic tracking system. Peel All. Push button. Causes all features to be examined and possibly converted to trackers. To Golden. Push button. Marks the currently-selected trackers as “golden,” so that they won’t be deleted by the Delete Leaden button. Delete Leaden. Push button. Deletes all trackers, except those marked as “golden.” All manually-added trackers are automatically golden, plus any automatically-added ones you previously converted to golden. This button lets you strip out automatically-added trackers. Tracking Control Panel The tracker panel has two variations with different sizes for the tracker view area, and slightly different button locations. The wider version gives a better view of the interior of the panel, especially on high-resolution displays. The smaller version is a more compact layout that reduces mouse motion, and because of the reduced size, is better for use on laptops. Select the desired version using theWider tracker-view panelpreference. Tracker Interior View. Shows its interior---the inner box of the tracker.Left Mouse Drag the tracker location.Middle Scroll Advance the current frame, tracking as you go.Right Mouse Add or remove a position key at the current frame. Or, cancel a drag in progress. Create. Mode Button. When turned on, depressing the left mouse button in the camera view creates new trackers. When off, the left mouse button selects and moves trackers. Delete. Button (also Delete key). Deletes the selected tracker. Finish. Button. Brings up the finalize dialog box, allowing final filtering and gap filtering as a tracker is locked down. Lock. Button. Non-animated enable, turn on when tracker is complete; will then be locked. Tracker Type.,,,. Button. Toggles the tracker type among normal match-mode, dark spot, bright spot, or symmetric spot. Direction. Button. Configures the tracker for backwards tracking it will only track when playing or stepping backwards. Enable. Button. Animated control turns tracker on or off. Turn off when tracker gets blocked by some thing, turn back on when it becomes visible again. Contrast. Number-less spinner. Enhances contrast in the Tracker Interior View window. Bright. Number-less spinner. Turns up the Tracker Interior View brightness. Color. Rectangular swatch. Sets the display color of the tracker for the camera, perspective, and 3-D views. Now. Button. Adds a tracker position key at the present location and frame. Right-click to remove a position key. Shift-right-click to truncate, removing all following keys. Key. Spinner tells SynthEyes to automatically add a key after this many frames, to keep the tracker on track. Key Smooth. Spinner. Tracker s path will be smoothed for this many frames before each key, so there is no glitch due to re-setting a key. Name. Edit field. Adjust the tracker s name to describe what it s tracking. Pos. H and V spinners. Tracker s horizontal and vertical position, from –1 to +1. You can delete a key (border is red) by right-clicking. Shift-right-clicking will truncate the tracker after this frame. Size. Size and aspect spinners. Size and aspect ratio (horizontal divided by vertical size) of the interior portion of the tracker. Search. H and V spinners. Horizontal and vertical size of the region (excluding the actual interior) that SynthEyes will search for the tracker around its position in the preceding frame. Preceding implies lower-numbered for forward tracking, higher-numbered for backward tracking. Weight. Spinner. Defaults to 1.0. Multiplier that helps determine the weight given to the 2-D data for each frame from this tracker. Higher values cause a closer match, lower values allow a sloppier match.WARNING This control is for experts and should be used judiciously and infrequently. It is easy to use it to mathematically destabilize the solving process, so that you will not get a valid solution at all. Keep near 1. Also see ZWTs below. Exact. For use after a scene has already been solved set the tracker s 2-D position to the exact re-projected location of the tracker s 3-D position. A quick fix for spurious or missing data points, do not overuse. See the section onfiltering and filling gaps. Note applied to a zero-weighted-tracker, error will not become zero because the ZWT will re-calculate using the new 2-D position, yielding a different 3-D and then 2-D position. F n.nnnhpix.(display field, right of Exact button) Shows the distance, in horizontal pixels, between the 2-D tracker location and the re-projected 3-D tracker location. Valid only if the tracker has been solved. ZWT. When on, the tracker s weight is internally set to zero—it is a zero-weighted-tracker (ZWT), which does not affect the camera or object s path at all. As a consequence, its 3-D position can be continually calculated as you update the 2-D track or change the camera or object path, or field of view. The Weight spinner of a ZWT will be disabled, because the weight is internally forced to zero and special processing engaged. The grayed-out displayed value will be the original weight, which will be restored if ZWT mode is turned off. T n.nnnhpix.(display field, right of ZWT button) Shows the total error, in horizontal pixels, for the solved tracker. This is the same error as from the Coordinate System panel. It updates dynamically during tracking of a zero-weighted tracker. Lens Control Panel Field of View. Spinner. Field of view, in degrees, on this frame. Focal Length. Spinner. Focal length, computed using the current Back Plate Width on Scene Settings. Provided for illustration only. Add/Remove Key., Button. Add or remove a key to the field of view (focal length) track at this frame. Known. Radio Button. Field of view is already known (typically from an earlier run) and is taken from the field of view seed track. May be fixed or zooming. You will be asked if you want to copy the solved FOV track to the seed FOV track—do that if you want to lock down the solved FOV. Fixed, Unknown. Radio Button. Field of view is unknown, but did not zoom during the shot. Fixed, with Estimate. Radio Button. Camera did not zoom, and a reasonable estimate of the field of view is available and has been set into the beginning of the lens seed track. This mode can make solving slightly faster and more robust.Important verify that you know, and have entered, the correct plate size before using any on-setfocal lengthvalues. A correct on-set focal length with an incorrect plate size makes the focal length useless, and this setting harmful. Zooming, Unknown. Radio Button. Field of view zoomed during shot. Lens Distortion. Spinner. Show/change the lens distortion coefficient. Calculate Distortion. Checkbox. When checked, SynthEyes will calculate the lens distortion coefficient. You should have plenty of well-distributed trackers in your shot. Add Line. Checkbox. Adds an alignment line to the image that you can line up with a straight line in the image, adjust the lens distortion to match, and/or use it for tripod or lock-off scene alignment. Kill Line. Checkbox. Removes the selected alignment line (the delete key also does this). Control-click to delete all the alignment lines at once. Axis Type. Drop-down list. Not oriented, if the line is only there for lens distortion determination, parallel to one of the three axes, along one of the three (XYZ) axes, or along one of the three axes, with the length specified by the spinner. Configures the line for alignment. - . Button. Swaps an alignment line end for end. The direction of a line is significant and displayed only for on-axis lines. Length. Spinner. Sets the length of the line to control overall scene sizing during alignment. Only a single line, which must be on-axis, can have a length. Atnnnf.Button. Shows(not set)if no alignment lines have been configured. This button shows the (single) frame on which alignment lines have been defined and alignment will take place; clicking the button takes you to this frame. Set each time you change an alignment line, or right-click the button to set it to the current frame. Align!Button. Aligns the scene to match the alignment lines defined—on the frame given by theAt…button. Other frames are adjusted correspondingly. To sequence through all the possible solutions,control-click this button. Solver Control Panel Go!Button. Starts the solving process, after tracking is complete. Master Reset. Button. Resets all cameras/objects and the trackers on them, though all Disabled camera/objects are left untouched. Control-click to clear the seed path, and optionally the seed FOV (after confirmation). Error. Number display. Root-mean-square error, in horizontal pixels, of all trackers associated with this object or tracker. Seeding Method.Upper drop-down list controlling the way the solver begins its solving process, chosen from the following methods Auto. List Item. Selects the automatic seeding(initial estimation) process, for a camera that physically moves during the shot. Refine. List item. Resumes a previous solving cycle, generally after changes in trackers or coordinate systems. Tripod. List Item. Use when the camera pans, tilts, and zooms, but does not move. Refine Tripod. List item. Resumes a previous solving cycle, but indicates that the camera was mounted on a tripod. Indirect. List Item. Use for camera/objects which will be seeded from links to other camera/objects, for example, a DV shot indirectly seeded from digital camera stills. Individual. List Item. Use for motion capture. The object s trackers are solved individually to determine their path, using the same feature on other “Individual” objects; the corresponding trackers are linked in one direction. Points. List Item. Seed from seed points, set up from the 3-D trackers panel. Use with on-set measurement data, or afterSet Allon the Coordinate Panel. You should still configure coordinate system constraints with this mode some hard locks and/or distance constraints. Path. List Item. Uses the camera/object s seed path as a seed, for example, from a previous solution or a motion-controlled camera. Disabled. List Item. This camera/object is disabled and will not be solved for. Directional Hint. Second drop-down list. Gives a hint to speed the initial estimation process, or to help select the correct solution, or to specify camera timing for “Individual” objects. Chosen from the following for Automatic objects Automatic. List Item. In automatic seeding mode, SynthEyes can be given a hint as to the general direction of motion of the camera to save time. With the automatic button checked, it doesn’t need such a hint. Left. List Item. The camera moved generally to its left. Right. List Item. The camera moved generally to its right. Up. List Item. The camera moved generally upwards. Down. List Item. The camera moved generally downwards. Push In. List Item. The camera moved forward (different than zooming in!). Pull Back. List Item. The camera moved backwards (different than zooming out!). Camera Timing Setting. The following items are displayed when “Individual” is selected as the object solving mode. They actually apply to the entire shot, not just the particular object. Sync Locked. List Item. The shot is either the main timing reference, or is locked to it (ie, gen-locked video camera). Crystal Sync. List Item. The camera has a crystal-controlled frame rate (ie a video camera at exactly 29.97 Hz), but it may be up to a frame out of synchronization because it is not actually locked. Loosely Synced. List item. The camera s frame rate may vary somewhat from nominal, and will be determined relative the reference. Notably, a mechanical film camera. Slow but sure. Checkbox. When checked, SynthEyes looks especially hard (and longer) for the best initial solution. Constrain. Checkbox for experts. When on, constraints set up using the coordinate system panel are applied rigorously, modifying the tracker positions. When off, constraints are used to position, size, and orient the solution, without deforming it. Seealignment vs constraints. Hold.Animated Button. Use to create hold regions to handle shots with amix of normal and tripod-modesections. Begin. Spinner and checkbox. Numeric display shows an initial frame used by SynthEyes during automatic estimation. With the checkbox checked, you can override the begin frame solution. Either manually or automatically, the camera should have panned or tilted only about 30 degrees. If the camera does something wild between the automatically-selected frames, or if their data is particularly unreliable for some reason, you can manually select the frames instead. The selected frame will be selected as you adjust this, and the number of frames in common shown on the status line. End. Spinner and checkbox. Numeric display shows a final frame used by SynthEyes during automatic estimation. With the checkbox checked, you can override the end frame solution. World size. Spinner. Rough estimate of the size of the scene, including the trackers and motion of the camera. Transition Frms. Spinner. When trackers first become usable or are about to become unusable, SynthEyes gradually reduces their impact on the solution, to maintain an undetectable transition. The value specifies how many frames to spread the transition over. Filter Frms. Spinner. Controls post-solving path filtering. If this control is set to 3, say, then each frame s camera position is a (weighted) average of its position within 3 frames earlier and 3 frames later in the sequence. A larger number creates a smoother path, butincreaseserrors. Overall Weight. Spinner. Defaults to 1.0. Multiplier that helps determine the weight given to the data for each frame from this object s trackers. Lower values allow a sloppier match, higher values cause a closer match, for example, on a high-resolution calibration sequence consisting of only a few frames.WARNING This control is for experts and should be used judiciously and infrequently. It is easy to use it to mathematically destabilize the solving process, so that you will not get a valid solution at all. Keep near 1. More. Button. Brings up or takes down the Hard and Soft Lock Controls dialog. Axis Locks. 7 Buttons. When enabled, the corresponding axis of the current camera or object is constrained to match the corresponding value from the seed path. These constraints are enforced either loosely after solving, with Constrain off, or tightly during solving, with Constrain on. See the section onConstraining Camera or Object Position. Animated. Right-click to remove a key on the current frame. L/R. Left/right axis (ie X) F/B. Front/back axis (Y or Z) U/D. Up/down axis (Z in Z-up or Y in Y-up) FOV. Camera field of view (available/relevant only for Zoom cameras) Pan. Pan angle around ground plane Tilt. Tilt angle up or down from ground plane Roll. Roll angle from vertical Never convert to Far.Normally, SynthEyes monitors trackers during 3-D solves, and automatically converts trackers to Far if they are found to be too far away. This strategy backfires if the shot has very little perspective to start with, as most trackers can be converted to far. Use this checkbox if you wish to try obtaining a 3-D solve for your nearly-a-tripod shot. Coordinate System Control Panel Tracker Name. Edit. Shows the name of selected tracker, or change it to describe what it is tracking. Camera/Object. Drop-down list. Shows what object or camera the tracker is associated with; change it to move the tracker to a different object or camera on the same shot (or, you can clone it there for special situations). Entries beginning with asterisk(*) are on a different shot with the same aspect and length; trackers may be moved there, though this may adversely affect constraints, lights, etc. *3. Button. Starts and controls three-point coordinate setup mode. Click it once to begin, then click on origin, on-axis, and on-plane trackers in the camera view, 3-D viewports, or perspective window. The button will sequence through Or, LR, FB, and Pl to indicate which tracker should be clicked next. Click this button to skip from LR (left/right) to FB (front/back), or to skip setting other trackers. After the third tracker, you will have the opportunity to re-solve the scene to apply the new settings. Seed Lock Group X, Y, Z.Buttons. Multi-choice buttons flip between X, X+, X-; Y, Y+, Y-; and Z, Z+,Z- respectively. These buttons control which possible coordinate-system solution is selected when there are several possibilities. Only significant when the tracker is locked on one or two axes. X, Y, Z. Spinners. An initial position used as a guess at the start of solving (if seed checkbox on), and/or a position to which the tracker is locked, depending on the Lock Type list. Seed. Mode button. When on, the X/Y/Z location will be used to help estimate camera/object position at the start of solving, if Points seeding mode is selected. Peg. Mode button. If on, and the Solver panel s Constrain checkbox is on, the tracker will be pegged exactly, as selected by the Lock Type. Otherwise, the solver may modify the constraints to minimize overall error. See documentation for details and limitations. Far. Mode button. Turn on if the tracker is far from the camera. Example If the camera moved 10 feet during the shot, turn on for any point 10,000 feet or more away. Far points are on the horizon, and their distance can not be estimated. This button states yourwish, SynthEyes may solve a tracker as far anyway, if it is determined to have too little perspective. Lock Type. Drop-down list. Has no effect if Unlocked. The other settings tell SynthEyes to force one or more tracker position coordinates to 0 or the corresponding seed axis value. Use to lock the tracker to the origin, the floor, a wall, a known measured position, etc. See the section onLock Mode Details. If you select several trackers, some with targets, some without, this list will be empty—right-click the Target Point button to clear it. Target Point. Button. Use to set up links between trackers. Select one tracker, click the Target Point button to select the target tracker by name. Or, ALT-click (Mac Command-Left-Click) the target tracker in the camera view or 3-D viewport. If the trackers are on the same camera/object, the Distance spinner activates to control the desired distance between the trackers. You can also lock one or more of their coordinates to be identical, forcing them parallel to the same axis or plane. If the trackers are on different camera/objects, you have created a link the two trackers will be forced to the same location during solving. If two trackers track the same feature, but one tracker is on a DV shot, the other on digital camera stills, use the link to make them have the same location. Right-click to remove an existing target tracker. Dist. Spinner. Sets the desired distance between two trackers on the same object. Solved. X, Y, Z numbers. After solving, the final tracker location. Error. Number. After solving, the root-mean-square error between this tracker s predicted and actual positions. If the error exceeds 1 pixel, look for tracking problems using the Tracker Graph window. [FAR]. This will show up after the error value, if the tracker has been solved as far. Set Seed. Button. After solving, sets the computed location up as the seed location for later solver passes using Points mode. All. Button. Sets up all solved trackers as seeds for subsequent passes. Exportable. Checkbox. Uncheck this box to tell savvy export scripts not to export this tracker. For example, exporting to a compositor, you may want only a half dozen of a hundred or two automatically-generated trackers to be exported and create a new layer in the compositor. Non-exportable points are shown in a different color, somewhat closer to that of the background. 3-D Control Panel Creation Mesh Type. Drop-down. Selects the type of object created by the Create Tool. Create Tool. Mode button. Clicking in a 3-D viewport creates the mesh object listed on the creation mesh type list, such as a pyramid or Earthling. Most mesh objects require two drag sequences to set the position, size, and scale. Note that mesh objects are different than objects created with the Shot Menu s Add Moving Object button. Moving objects can have trackers associated with them, but are themselves null objects. Mesh objects have a mesh, but no trackers. Often you will create a moving object and its trackers, then add a mesh object(s) to it after solving to check the track. Object name. Editable drop-down. The name of the object selected in the 3-D or camera viewports. Changeable. Delete. Button. Deletes the selected object. Lock Selection. Mode button. Locks the selection in the 3-D viewport to prevent inadvertent reselection when moving objects. World/Object. Mode button. Switches between the usual world coordinate system, and the object coordinate system where everything else is displayed relative to the current object or camera, as selected by the shot menu. Lets you add a mesh aligned to an object easily. Move Tool. Mode button. Dragging an object in the 3-D viewport moves it. Rotate Tool. Mode button. Dragging an object in the 3-D viewport rotates it about the axis coming up out of the screen. Scale Tool. Mode button. Dragging an object in the 3-D viewport scales it uniformly. Use the spinners to change each axis individually. Make/Remove Key., Button. Adds or removes a key at the current frame for the currently-selected object. Show/Hide. Button. Show or hide the selected mesh object. Object color. Color Swatch. Object color, click to change. X/Y/Z Values. Spinners. Display X, Y, or Z position, rotation or scale values, depending on the currently-selected tool. Size. Spinner. This is an overall size spinner, use it when the Scale Tool is selected to change all three axis scales in lockstep. Whole. Button. When moving a solved object, normally it moves only for the current frame, allowing you to tweak particular frames. If you turn on Whole, moving the object moves the entire path, so you can adjust your coordinate system without using locks. If you do this, you should set up some locks subsequently and switch to Point or Path seeding, or you will have to readjust the path again if you re-solve.Hint Whole mode has some rules to decide whether or not to affect meshes. To force it to include all meshes in the action, turn onWhole affects mesheson the 3-D viewport and perspective window s right-click menu. Blast. Button. Writes the entire solved history onto the object s seed path, so it can be used for path seeding mode. Reset. Button. Clears the object s solved path, exposing the seed path. Cast Shadows. (Mesh) Object should cast a shadow in the perspective window. Catch Shadows. (Mesh) Object should catch shadows in the perspective window. Back Faces. Draw the both sides of faces, not only the front. Invert Normals. Make the mesh normals point the other way from their imported values. Lighting Control Panel New Light. Button. Click to create a new light in the scene. Delete Light. Button. Delete the light in the selected-light drop-down list. Selected Light. Drop-down list. Shows the select light, and lets you change its name, or select a different one. Far-away light. When checked, light is a distant, directional, light. When off, light is a nearby spotlight or omnidirectional(point) light. Compute over frames This, All, Lock. In the (normal) This mode, the light s position is computed for each frame independently. In the All or Lock mode, the light s position is averaged over all the frames in the sequence. In the All mode, this calculation is performed repeatedly for “live updates.” In the Lock mode, the calculation occurs only when clicking the Lock button. New Ray. Button. Creates a new ray on the selected light. Delete Ray. Button. Delete the selected ray. Previous Ray ( ). Button. Switch to the previous lower-numbered ray on the selected light. Ray Number. Text field. Shows something like 1/3 to indicate ray 1 of 3 for this light. Next Ray ( ). Button. Switch to the next higher ray on the selected light. Selected Ray Source. Mode button. When lit up, click a tracker in the camera view or any 3-D view to mark it as one point on the ray. Target. Mode button. When lit up, click a tracker in the camera view or any 3-D view to mark it as one point on the ray. If the source and target trackers are the same, it is a reflected-highlight tracking setup, and the Target button will show “(highlight).” For highlight tracking to be functional, there must be a mesh object for the tracker to reflect from. Distance. Spinner. When only a single ray to a nearby light is available, use this spinner to adjust the distance to the light. Leave at zero the rest of the time. Flex/Curve Control Panel Theflex/curvecontrol panel handles both object types, which are used to determine the 3-D position/shape of a curve in 3-D, even if it has no discernable point features. If you select a curve, the parameters of its parent flex (if any) will be shown in the flex section of the dialog. New Flex. Creates and selects a new flex. Left-click successively in a 3-D view or the perspective view to lay down a series of control points. Right-click to end. Delete Flex. Deletes the selected flex (even if it was a curve that was initially clicked). Flex Name List. Lists all the flexes in the scene, allowing you to select a flex, or change its name. Moving Object List. If the flex is parented to a moving object, it is shown here. Normally, “(world)” will be listed. Show this 3-D flex. Controls whether the flex is seen in the viewports or not. Clear. Clears any existing 3-D solution for the flex, so that the flex s initial seed control points may be seen and changed. Solve. Solves for the 3-D position and shape of the flex. The control points disappear, and the solved shape becomes visible. All. Causes all the flexes to be solved simultaneously. Pixel error. Root-mean-square (~average) error in the solved flex, in horizontal pixels. Count. The number of points that will be solved for along the length of the flex. Stiffness. Controls the relative importance of keeping the flex stiff and straight versus reproducing each detail in the curves. Stretch. Relative importance of (not) being stretchy. Endiness. (yes, made this up) Relative importance of exactly meeting the end-point specification. New Curve. Begins creating a new curve—click on a series of points in the camera view. Delete. Deletes the curve. Curve NameList.Shows the currently-selected curves name among a list of all the curves attached to the current flex, or all the unconnected curves if this one is not connected. Parent Flex List.Shows the parent flex of this curve, among all of the flexes. Show.Controls whether or not the curve is shown in the viewport. Enable.Animated checkbox indicating whether the curve should be enabled or not on the current frame. For example, turn it off after the curve goes off-screen, or if the curve is occluded by something that prevents its correct position from being determined. Key all.When on, changing one control point will add a key on all of them. Rough.Select several trackers, turn this button on, then click a curve to use the trackers to roughly position the curve throughout the length of the shot. Truncate.Kills all the keys off the tracker from the current frame to the end of the shot. Tune.Snaps the curve exactly onto the edge underneath it, on the current frame. All.Brings up theCurve Tracking Controldialog, which allows this curve, or all the curves, to be tracked throughout an entire range of frames.
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ハイパーテキスト転送プロトコル RFC 2616 WebブラウザとWebサーバの間でHTMLなどのコンテンツの送受信に用いられる通信プロトコル リクエスト-レスポンス型 トランスポート・プロトコルとして通常TCPを使用 基本的な考え方は非常に単純であり「何を」「どうして」ほしいのかを相手に要求する。「何を」に当たるのがURL、「どうして」がメソッドにあたる。 World Wide WebにおけるWebページなどのリソースは、Uniform Resource Identifierによって指定される。 ポート番号80をデフォルトとして使用する(送信時は8080)。 TLSで暗号化され、セキュリティを確保したHTTPは、HTTPSと呼ばれる(httpsは実際にはURIスキームの1つであり、実際のプロトコルにはHTTP over SSL/TLSが用いられる)。 HTTP は基本的にサーバが状態を保持しない (stateless) プロトコルだが、データベースなどを使用するWebアプリケーションにおいては状態保持が必要だったため、そのためにいわゆる Cookie とよばれる機構が Netscape Communications Corporation によって導入された。Cookie を使用することによって状態を管理し、"セッション" を維持することが可能になる。 HTTPの拡張プロトコルとしてWebDAVがある。 UPnPでは、HTTPをUDP上で使用するHTTPUや、マルチキャストで使用するHTTPMUが規定された。 HTTP/0.9 URLのみの簡単なやりとり HTTP/1.0 NNTPやSMTPのような各種ヘッダが定義 HTTP_Cookieなどの利用 HTTP/1.1 複数データを転送するためのキープアライブ(keep-alive)機能やプロキシなどの利用も想定された仕様 バーチャルホストをサポートした。インターネット人気に伴い多くの企業がWebサイトを持ち始めたが、当時ではまだまだ企業が自前のWebサーバを運用するのは人員、効率の問題で難しかったためISPのサーバでホスティングをしていた。当時はまだ一社ごとに専用サーバを用意するほどのことでもないため一台のサーバで複数のWebサイトを運用していた。 しかしバーチャルホストには問題がある。例えばある1台のサーバに foo.example.com と bar.example.com という二つの仮想Webサーバがあるとする。ここではクライアントは http //foo.example.com/index.html にアクセスしたいとする。そのためにはまず foo.example.com をIPアドレスに解決するためDNSサーバに問い合わせ、そのサーバにアクセスし GET index.html を要求する。しかしサーバ側のIPアドレスは foo.example.com と bar.example.com 共におなじIPアドレスである。もし foo.example.com にも bar.example.com にも index.html というファイルが存在すればクライアントはどちらのサーバにアクセスしたのかわかるすべがない。 これを解決するにはそれぞれにIPアドレスを付与することで解決できるが、IPv4の資源を無駄にすることになる。 HTTP/1.1ではこれを解決するためにHostヘッダを追加した。 HTTP/1.0のヘッダ GET /index.html HTTP/1.0 HTTP/1.1のヘッダ GET /index.html HTTP/1.1 Host foo.example.com 動作 通信の開始 他のプロトコル同様クライアント側とサーバ側ではHTTPの役割が大きく異なる。HTTP通信を開始できるのはクライアント側のみである。 クライアント側はサーバにリクエストを送り、サーバはクライアントにレスポンスを返すのが最も典型的なHTTPのやりとりである。 接続 システム間でメッセージをやりとりするにはTCP接続を確立させる必要がある。 HTTP/0.9ではクライアントのリクエストごとにTCP接続を確立させる必要があったが、これは当時のWebサイトがシンプルなテキストベースであることが多かったためである。近年ではJavaScriptやアニメーション画像など、多数のオブジェクトが埋め込まれたWebサイトが一般的となってきているが、これら全てのオブジェクトを取得するたびにTCP接続を確立するのはサーバやネットワークに大きな負担を強いるため、HTTP/1.1では持続的接続がサポートされることとなった。ただしこの機能が利用できるのはサーバ側がその要求を許可した場合のみである。 パイプライン クライアントは前のリクエストに対するサーバの応答を待たずに別のリクエストを発行できる。 メソッド HTTPでは8つのメソッドが定義されている。ただし実際のHTTP通信ではGETとPOSTメソッドだけで殆どを占める。 HTTPメソッドの一覧 メソッド HTTP/0.9 HTTP/1.0 HTTP/1.1 GET ○ ○ ○ POST ○ ○ PUT △ ○ HEAD ○ ○ DELETE △ ○ OPTION ○ TRACE ○ CONNECT ○ GET 指定されたURIのリソースを取り出す。HTTPの最も基本的な動作で、HTTP/0.9では唯一のメソッド。 POST GETとは反対にクライアントがサーバにデータを送信するメソッドである。Webフォームや電子掲示板、Wikiなどに投稿する。GETの場合と同じくサーバはクライアントにデータを返すことができる。 PUT 指定したURIにリソースを保存する。URIが指し示すリソースが存在しない場合は、サーバはそのURIにリソースを作成する。画像のアップロードなどが代表的。 DELETE 指定したURIのリソースを削除する。 OPTION サーバを調査するメソッド。例えばサーバがサポートしているHTTPのバージョンなどを調査できる。 HEAD GETと似ているがサーバはHTTPヘッダのみ返す。クライアントはWebページを取得せずともそのWebページが存在するかどうかを知ることが出来る。例えばWebページのリンク先が生きているか検証するときなどにリンク先のデータを全て取得することなく調査することが出来る。 TRACE サーバまでのネットワーク経路をチェックできる。サーバは受け取ったメッセージのそれ自体をレスポンスのデータにコピーして応答する。WindowsのTracertやUNIXのTracerouteとよく似た動作。 CONNECT 暗号化したメッセージをプロキシで転送する際に用いる。 サーバの連携 バーチャルホスト リダイレクト 301 MovedというステータスコードとURIを受け取りクライアントはこの受け取ったURIに再度GETを送る。 クッキー(HTTP_Cookie) HTTPメッセージ クライアントからのHTTPリクエストは3つの要素から構成される。それぞれメソッド、URI、HTTPのバージョンでありスペースで区切られている。 下にもっとも単純な、クライアントとサーバ(www.google.co.jp 80)とのHTTPプロトコルのやり取りの例を挙げる。 クライアントのリクエスト GET / HTTP/1.0 GETがメソッド、URIは / 、バージョンはHTTP/1.0であることを示す。 URIは/でルートリソースを対象にしたリクエストであることを示している。TRACEなど特定のサーバを対象としないリクエストの場合には*が表示される。 サーバのレスポンス HTTP/1.0 200 OK Cache-Control private Content-Type text/html Set-Cookie PREF=ID=72c1ca72230dea65 LD=ja TM=1113132863 LM=111 3132863 S=nNO7MIp W2o7Cqeu_; expires=Sun, 17-Jan-2038 19 14 07 GMT; path=/; domain=.google.co.jp Server GWS/2.1 Date Sun, 10 Apr 2005 11 34 23 GMT Connection Close html head meta http-equiv="content-type" content="text/html; charset=Shift_JI S" title Google /title style !-- ・・・以下省略 上のリクエストのGETにあたる部分をメソッドといい、 HTTP/1.0では、GET, HEAD, PUT, POST, DELETE, LINK, UNLINK、 HTTP/1.1ではさらに、OPTIONS, TRACEがある。 GETメソッドのレスポンスにはヘッダ情報のあとに改行が挟まれ、コンテンツ本体が送られる。 HEADメソッドのレスポンスにはコンテンツサイズや更新日時などの情報を含むヘッダのみが送られる。 また、リクエストの2行目以降はヘッダを送る。 HTTPヘッダフィールド ヘッダの各要素は フィールド名 内容 のペアで構成される。 ブラウザの情報を表すUser-Agent、使用候補言語を表すAccept-Language、他ページへのリンクを辿った場合にそのリンク元ページのURLを表すRefererなどが代表的なフィールドである。 なお、リクエスト時のHostヘッダはHTTP/1.1では必須であるが、HTTP/1.0では無くても良い。 但し、サーバがバーチャルホストを利用している場合は、Hostヘッダが無いとリソース取得に失敗するので、たとえHTTP/1.0を使用していてもHostヘッダを付加しなければならない。 HTTPヘッダフィールドの一覧 リクエストヘッダ ヘッダ概要HTTP/0.9HTTP/1.0HTTP/1.1 Acceptクライアントの受け入れ可能コンテンツタイプを示す○○ Accept-Charsetクライアントの受け入れ可能文字セットを示す○○ Accept-Encodingクライアントの受け入れ可能文字エンコーディングを示す○○ Accept-Languageクライアントの受け入れ可能言語を示す○○ Authorizationクライアントの認証情報を示す○○ Cookieクライアントの状態管理情報をサーバに返す Cookie2HTTP/1.1のSet-Cookie2ヘッダの受け入れ可能をサーバに知らせる Expectクライアントがサーバに期待する動作を示す○ Fromリクエスト発行者個人の情報を示す。一般的に電子メールアドレスを使用する○○ Host要求しているオブジェクトがあるホストを示す○ If-Matchif文を用い条件が真の場合のみリクエストを処理するようサーバに要求する○ If-Modified-Since指定日及び指定時刻以降にオブジェクトが変更されている場合のみリクエストを処理するよう要求する○○ If-None-MatchIf-Matchの逆で条件が真でない場合のみリクエストを処理する要求○ If-Range条件が真の場合のみ指定したオブジェクトの範囲を返すようサーバに要求する○ If-Unmodified-SinceIf-Modified-Sinceの逆で真でないときのみ実行する○ Max-Forwardsリクエストの中間システム経由数を最大いくつまでかを指定する○ Proxy-Authorizationクライアントがプロキシサーバに対して自身の認証を行う○ Rangeオブジェクト全体でなくリソースの一部を要求する○ Refererリクエストの出所を示す。一般的にはユーザの辿ったWebページのURLが用いられる。○○ TEレスポンスの受け入れ可能転送エンコーディングを示す○ レスポンスヘッダ ヘッダ概要HTTP/0.9HTTP/1.0HTTP/1.1 Accept-Rangesオブジェクトの一部に対するリクエストをサーバが受け入れ可能か示す○ Ageオブジェクトの経過時間を秒単位で返す○ AllowオブジェクトがサポートするHTTPメソッドを示す○○ ETagオブジェクトのエンティティタグ値を示す○ Locationオブジェクトの場所を示す○○ Proxy-Authenticateプロキシサーバがクライアントに認証を要求するときに用いる○ Retry-Afterリクエストの再試行をいつ行うかをクライアントに通知する○○ Serverサーバのベンダー名、バージョン番号を占めす○○ Set-Cookie2サーバがクライアントにCookieを送信するときに用いる Varyサーバのレスポンス内容を決定する際にリクエストURI以外に使用したHTTPヘッダのリストを示す○ WWW-Authenticateクライアントに対してリクエストの再発行を要求する。認証情報も含まれる○○ 一般ヘッダ ヘッダ概要HTTP/0.9HTTP/1.0HTTP/1.1 Cache-Controlメッセージの経由する中間キャッシュの動作を指示する○ Connection中間システムが転送すべきでないヘッダのリストを示す○○ Dateメッセージの作成日時を示す○○ Pragmaメッセージに関する追加情報を示す○○ Trailerメッセージボディの後に追加のヘッダーが表れることを示す○ Transfer-Encodingクライアントの転送を目的としたオブジェクトのエンコーディングを示す○ Upgrade通信相手に別のプロトコルにアップデートするよう要求する○ User-AgentクライアントのWebブラウザなどの情報を示す○○ Warningメッセージに関する追加情報を示す。通常はキャッシュの問題を警告するときに使われる○ エンティティヘッダ ヘッダ概要HTTP/0.9HTTP/1.0HTTP/1.1 Content-Encodingオブジェクトのエンコーディングを示す○○ Content-Languageオブジェクトの言語(人間の言語)を示す○○ Content-Lengthオブジェクトのサイズをバイト単位で示す○○ Content-Locationオブジェクトの場所を示す○ Content-MD5オブジェクトのメッセージダイジェストを運ぶ○ Content-Rangeメッセージボディで運ばれるオブジェクトの範囲を示す○ Content-Typeオブジェクトのタイプを示す○○ Expiresオブジェクトの有効期限の日時を示す○○ Last-Modifiedオブジェクトが最後に変更された日時を示す○○ Accept サーバのレスポンスに含まれるメッセージボディで受け入れることが出来るコンテンツタイプと各コンテンツタイプの相対的な優先度を指定するリクエストヘッダ。指定できるコンテンツタイプはIANAによって定義されている。 Accept text/plain; q=0.5, text/html, text/x-dvi; q=0.8, text/x-c 上記のようにAcceptヘッダには行をわけて複数のコンテンツタイプを指定できる。上記の例はいずれの4のコンテンツタイプのいずれも受け入れ可能であることを示す。0.5や0.8といった数字は品質係数で0~1の範囲の数値である。数値の指定がなければ1.0となる。 text/plain; q=0.5 text/html text/x-dvi; q=0.8 text/x-c Accept-Charset レスポンスで返されるメッセージボディの文字コードを指定するリクエストヘッダ。Acceptと同じく複数指定でき品質係数も設定できる。定義済み文字セットはIANAが管理している。 Accept-Charset unicode, *; q=0.8 この例だとクライアントはUnicode文字セットを優先的に希望しているが他の文字セットとの相対優先度0.8で受け入れている。ただしサーバからのレスポンスのHTTPヘッダそのものの文字コードは常にISO-8859-1である。 Accept-Encoding Accept-Language レスポンスの言語(人間の言語)に対する優先度を指定する。言語コードはISO-639の2文字の省略コードを用いる。書き方は他のAccept-群と変わらず。 Accept-Language en-gb, en; q=0.8 上記の例はまずイギリス英語を要求し、利用できない場合はその他の英語を要求する。 Accept-Ranges Acceptで始まる他のヘッダフィールドと違いレスポンスヘッダーである。現在の仕様では2つの指定方法しかない。 Age リソースの推定経過時間を表示するレスポンスヘッダ。キャッシュサーバーはAgeヘッダの値からキャッシュしたリソースが有効かどうかを判定する。 Allow Authentication-info ユーザ認証のやりとりの最後で用いられる、成功したレスポンスのサーバが含めることの出来るレスポンスヘッダー。 Authorization サーバに対するクライアント自身の認証を行うことが出来る。 Cache-Control キャッシングの動作を指定するためのマスターヘッダ。 Connection Content-Encoding Content-Language リソースを英語などの自然言語で示すのに使われる。言語の指定はAccept-Languageヘッダと同じ。 Content-Length Content-Location Content-MD5 メッセージボディが変更されず宛先に届くことを保証する。MD5アルゴリズムを実行する。ただし悪意の改ざんに対しては当然MD5も改ざんされるのであまり機能はしない。どちらかといえば偶発的な変更の保証をしている。 Content-Range ダウンロードの再開に用いられる。 Content-Type メッセージボディに含まれるオブジェクトタイプを示す。次の例はリソースがテキストファイル、文字セットはISO-8859-4を使用していることを示している。 Content-Type text/plain; Charset=ISO-8859-4 Cookie クライアントがHTTP状態管理を望む場合にサーバから受け取ったクッキーを以後のリクエストに次の例のようなヘッダーを付加する。 Cookie $Version="1"; NAME="VALUE"; $Path="/shopping"; $domain="www.shop.com"+ $Port="80" $VersionはHTTPのバージョン、NAMEはクッキーの名前である。$から始まるクッキー名は使用が禁止されている。 Cookie2 基本的にCookieヘッダーとCookie2ヘッダーは別物である。 Date サーバがメッセージを生成した日時を示す。リソースの時間を示すLast-Modifiedヘッダーとは区別する必要がある。 HTTP/1.1では次のような形式を用いるようRFC1123で定義されている。 Date Sun, 06, Nov 1994 08 49 37 GMT HTTP仕様ではレスポンスにDateヘッダーを含めることを求めている。ただしレスポンスのステータスがサーバエラーの場合にはDateヘッダーは返らない。 ETag 主にキャッシングのパフォーマンスを向上する目的で使われる。 Expect サーバに対して特定の動作の期待を知らせる。用途としてはクライアントがサーバに対して100 Continueステータスを返すことを期待する場合に使われる。 Expect 100-continue サーバが期待に応じれない場合は417 Expectation Failedを返す。クライアントがいくつかのプロキシ経由で通信している場合、各プロキシサーバはExpectヘッダの一切の修正を許されない。 Expires オブジェクトの有効期限を示す。このヘッダで指定された日時までキャッシュはレスポンスのコピーを保持し、リクエストに対するレスポンスとして返すことが出来る。サーバがオブジェクトのキャッシュを望まない場合にはExpiresヘッダに過去の日時を設定することが多い。また、HTTP仕様では1年以上先の日時は設定できない。 Expires Thu, 28 Aug 2010 16 00 00 GMT Cache-Controlヘッダのmax-ageディレクティブはExpiresヘッダより優先されるため注意が必要である。 From リクエストを発行したユーザを特定することが出来る。1990年代では電子メールアドレスを設定することが多かったが、迷惑メールの問題もあり現在では殆ど使われていない。 From hoge@hogehoge.com Host 主にレンタルサーバのサポートを目的としてHTTP/1.1で導入された。現在ではHostヘッダを利用できない場合レンタルサーバのウェブサイトとまともな通信が出来ないと言ってよい(詳細はHTTP#歴史を参照)。 If-Match クライアントのリクエストを条件付きのリクエストにするために使われる。サーバは一定の条件が真であった場合のみリクエストを受け入れることが出来る。例えばウィキペディアを編集する際、記事のソースを取得し、書き換える際の間に別のユーザが既に編集していないかを判断するときなどに用いられる。 「if文」も参照 利用者:HogeがHTTPの記事を取得。ETagは1234 利用者:HageがHTTPの記事を取得。ETagは1234 利用者:HogeがHTTPのETagを再度取得。先ほど取得したETag 1234と現在のETag 1234が一致。 利用者:HogeがHTTPの記事を編集。ETagは1256になる。 利用者:HageがHTTPのETagを再度取得。先ほど取得したETagと現在のETagはマッチせず。 サーバは利用者:Hageの書き込みを拒否。 If-Modified-Since このヘッダーで指定された日時以降にオブジェクトが変更されている場合のみリクエストに応答するようサーバに要求する。リソースの削減に効果がある。 If-None-Match If-Matchと逆で条件が真でない場合のみリクエストを処理するよう要求する。 If-Range クライアントがキャッシュにオブジェクトの一部分を持っている場合にパフォーマンスを向上できる。 If-Unmodified-Since If-Modified-Sinceの逆の働きをする Last-Modified サーバオブジェクトの最終更新日時を示す。クライアントはこのヘッダを利用しIf-Modified-Sinceヘッダ等と組み合わせることによって効果を発揮する。 Location サーバがクライアントにリダイレクト先URLを知らせる際に用いられる。一般的にステータスコードが3xx代のレスポンスと共に使われるが201 Createdのレスポンスでも使うことが出来る。Content-Locationヘッダと名前が似ているが全く関係のない別のヘッダであるため注意。 Max-Forwards プロキシサーバ等を経由する際の最大ホップ数を指定する。二重ループなどでサーバから応答が得られない場合の問題解決の際、OPTIONメソッドやTRACEメソッドと共に用いられる。 HTTPステータスコード ステータスコードはクライアントのリクエストが成功したかどうかを示した上で追加情報を提供するいずれも3桁の数字から成る。具体的には100-199が情報提供、200-299が成功を示す。300-399はリダイレクト、400-499はエラーを示す。 セキュリティ技術 Basic認証 HTTP/1.1でBasic認証が定義されており最も単純なセキュリティ技術である。しかし仕様書を読むと定義を書いた著者自身が認証技術に疎いことがよくわかる。『HTTPプロトコル セキュア&スケーラブルなWeb開発』の著者は「基本認証を用いるくらいならなにも使わない方がまし」と著書に書いている。通常サーバは401ステータスコードで応答する。 行末文字はWindowsと同じCRLF。 RFC 2818 - HTTP Over TLS RFC 2817 - Upgrading to TLS Within HTTP/1.1 RFC 2616 - HTTP/1.1 ハイパーテキスト転送プロトコル -- HTTP/1.1 RFC 2068 - HTTP/1.1(初版,RFC 2616 によって obsolete) TS X 0085 2004 - ハイパテキスト転送プロトコル HTTP/1.1 標準仕様書(TS) RFC 1945 - HTTP/1.0 HttpTea Freeware HTTP Logger Studying HTTP
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Research Analysis The market research report profiles well-balanced information with previous as well as future results with an aim to offer a better understanding of the global Mercury Control market. The market report further offers an in-depth view of the leading factors that are related to increasing the demand growth for Mercury Control s. Not only this but also in this study the readers can get an in-depth report of the possibilities in combination with the latest trends in the targeted market. It is also a detailed combination of 10 years old qualitative and quantitative analysis of the industry that has been presented in the report with an aim to help the market players to increase maximum profit in the sector. The market research report also provides information on the record of individual sales records that are made with the expected revenue over the forecast period. This research report provides an extensive examination of all the related segments present in the industry. Moreover, it throws light on the recent development as well as the opportunity is that is going on in the Mercury Control Market. Get a Sample PDF File@ https //www.quincemarketinsights.com/request-sample-88276?pu Impact Of COVID 19 On Mercury Control Market The market research report provides an overview of the future impact of the global coronavirus outbreak on the supply chain, regional government policy, export and import control in the global market. The study also provides a detailed description of how this pandemic has affected the global market and also stop the enhancement of the sector in the wake of covid-19. The coronavirus pandemic has infiltrated each and every aspect of life. Not only this but also in terms of business environment it has created various differentiation. the continuously changing business setup, as well as the initial and the future impact of the market, is also analyzed in this market research report. Market Report Features Overview Of The Market Report The market research report offers a detailed quantitative as well as qualitative overview of the market for Mercury Control Market on the basis of area, category, product, competitors, and application. In terms of expanded coverage, the market report is further extended in terms of end-user market analysis and the comprehensive producer profile. Market Segmentation Of Mercury Control Market The market segmentation of the Mercury Control Market is done on the basis of technology, product type, application, distribution channel, and end-user. Geographical segmentation is also being done to get valuable insights into the Mercury Control Market . Geographical Analysis Doing the geographical analysis is very important to know about the broad feature of the market. In this section, the readers can get a comprehensive analysis of the Mercury Control Market based on the geographical location. This section throws light on the demand and sales output for the Mercury Control Market at the national and international levels. The study is being done taking into account some of the major geographic regions such as North America, Europe, Asia Pacific, South America, Middle East, and Africa. Make an Enquiry for purchasing this Report @ https //www.quincemarketinsights.com/enquiry-before-buying/enquiry-before-buying-88276?pu Market Highlights The market report on the Mercury Control Market is a summary of the current market situation for the Mercury Control Market . Moreover, the analysis provides information regarding the newly launched product and also the products that are to be launched during the forecast period. The study also includes minute details regarding market share, segment, trends, growth and forecast Carbotech, Albemarle, ADA Carbon Solutions, Calgon Carbon Corporation, Alstom S.A., Clarimex Group, Babcock Power Inc,. Company overview, latest trends, financials, R D expenditures. Quince Market Insights Top Trending Research Report* https //qmi189135117.wordpress.com/2022/09/16/disulfurous-acid-sales-market-latest-trends-size-key-players-revenue-and-forecast-2032/ https //qmi189135117.wordpress.com/2022/09/16/electrical-film-market-size-industry-growth-rate-global-share-upcoming-trends-leading-players-products-and-services-overview-forecast-to-2032/ https //qmi189135117.wordpress.com/2022/09/16/vanadyl-acetylacetonate-market-key-findings-growth-prospects-and-size-by-country-top-manufacturer-expansion-plans-and-business-strategy-forecast-to-2032/ Details Contained In The Mercury Control Market Report 2021 Market Overview 1.1 Market Introduction 1.2 Market Analysis By Type 1.2.1 Type 1 1.2.2 Type 2 1.3 Market Analysis By Applications 1.3.1 Application 1 1.3.2 Application 2 1.4 Market Analysis by Regions 1.4.1 North America 1.4.2 Europe 1.4.3 Asia Pacific 1.4.4 South America 1.4.5 the Middle East and Africa Market Scope Market Segmentation by type, application, end-users and regions Market Size estimation Market Competition Key Market Leaders Conclusions The market research report offers a detailed study of the Mercury Control Market which include market shares, size and growth opportunities by applications, product types and geographic regions. Not only this but also the report also contains a detailed summary of the leading market players. The experts have also mentioned the market growth, threats, opportunities and risks. About Us QMI has the most comprehensive collection of market research products and services available on the web. We deliver reports from virtually all major publications and refresh our list regularly to provide you with immediate online access to the world’s most extensive and up-to-date archive of professional insights into global markets, companies, goods, and patterns. Contact us Quince Market Insights Phone +1 208 405 2835 Email sales@quincemarketinsights.com Website https //www.quincemarketinsights.com/
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Market Scenario The data experts at Market Research Future Reports (MRFR) have analysed the global B2B Telecommunication Market Research is estimated to record a CAGR of 14% during the assessment period from 2017 to 2023. The adoption of IoT across various verticals is estimated to drive the global B2B Telecommunication Market Research 2020. Novel coronavirus has B2B Telecommunication Market Research to open new avenues for those firms that are on the lookout for solutions that are reliable, efficiently managed, scalable, and are subscription-based, to remain more focused on the core business. The B2B Telecommunication Market is bearing lesser impact of the COVID-19 outbreak compared to most other segments of the tech world. IoT is gaining momentum for being cost-efficient. Besides, being cost-efficient, it also provides other advantages such as machine to machine (M2M) communication and wireless transactions to the users. In addition, the service of data storage and the reachability of the telecom network in distant zones is additionally propelling the market expansion. With the adoption of B2B telecommunication, the enterprises avoid their travel expenses by performing face-to-face meetings through teleconference. Furthermore, fast industrialization and urbanization are enhancing the demand further. In addition, increased volumes of system data, volumes of text, video, and voice are estimated to advance the B2B telecommunication market. Furthermore, the increment of customized products and services portfolio is estimated to be potential factors posing opportunities of expansion during the review period. COVID-19 Analysis The business impact of SARS-CoV-2 has been felt across diverse sections of the information technology industry, albeit at different levels. Companies in the technology sector that supply services for verticals like travel, retail, hospitality, and entertainment have noted a dramatic decrease in sales, while the firms that provide services related to remote worker solutions have observed the opposite. B2B Telecommunication Market ’s fate post pandemic has been relatively less grim compared to Education Services (ES) and Professional Services (PS) that are mostly dependent on components that are generally on-site. In a nutshell, COVID-19 impact on managed services has been fruitful, with the market growth enhanced than before. Given the prevalent lockdown situation, managed services vendors are now investing heavily in remote-centric worker solutions, which can make the market highly resilient in the coming years, even as the world is currently rushing to achieve a COVID-19 breakthrough. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/5953 Competitive Outlook The established organization of the worldwide B2B telecommunication market are Deutsche Telekom AG (Germany), Amdocs Ltd (U.S.), Comarch S.A. (Poland), NTT Communications (Japan), AT T Inc. (U.S.), Orange S.A. (France), Vodafone Group PLC (The U.K), Cisco Systems, Inc. (U.S.), Verizon Communications Inc. (U.S.), Telstra Corporation Limited (Australia), and a few others. Segmentation On the grounds of deployment, the worldwide B2B telecommunication market can be divided into fixed and mobile. On the grounds of the solution, the worldwide B2B telecommunication market can be segregated into WAN solution, unified communication, and collaboration, M2M communication, VoIP (Voice over Internet Protocol), and cloud services. On the grounds of application, the worldwide B2B telecommunication market can be divided into industrial, and commercial. On the grounds of organization size, the worldwide B2B telecommunication market can be divided into small medium enterprises and large enterprises. On the basis of geography, the worldwide B2B telecommunication market can be segregated into North America, Europe, Asia Pacific, and Rest of the World (RoW). Regional Analysis As per the report, the global market is estimated to expand significantly during the review period. The experts have revealed that the global market is likely to be dominated by North America. North America is anticipated to procure the maximum market share during the assessment period. The region is blooming due to the fast adoption of cloud and VoIP services. On the other side, the Asia-Pacific region is projected to grow at the swiftest pace during the review period. The presence of developing countries like India, China, and South Korea is projected to play a crucial role during the review period. The emerging countries are investing massively in the media and entertain sector, which is predicted to bloom the market exponentially during the assessment period. However, the market dynamics are estimated to change significantly, owing to the spread of coronavirus. The data experts at MRFR are analysing the market and the impact of coronavirus on the global B2B telecommunication market. The impact of COVID-19 is projected to bring a substantial impact on the global economy. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/b2b-telecommunication-market-5953 Table of Contents 1Executive Summary 2Scope of the Report 2.1Market Definition 2.2Scope of the Study 2.2.1Research objectives 2.2.2Assumptions Limitations 2.3Markets Structure Continued…. List of Tables Table 1 Global B2B Telecommunication Market By Region, 2020-2027 Table 2 North America B2B Telecommunication Market By Country, 2020-2027 Table 3 Europe B2B Telecommunication Market By Country, 2020-2027 Continued… List of Figures FIGURE 1 Global B2B Telecommunication Market Segmentation FIGURE 2 Forecast Methodology FIGURE 3 Five Forces Analysis of Global B2B Telecommunication Market Continued… Trending #MRFR Report** https //ictmrfr.blogspot.com/2022/04/geofencing-market-companies-growth-with.html https //blogfreely.net/pranali004/telecom-expense-management-market-size-impressive-cagr-changing-business-scope https //postheaven.net/pranali004/financial-app-industry-impressive-cagr-changing-business-needs-scope-of https //market-research-future.tribe.so/post/openstack-service-market-research-impressive-cagr-changing-scope-of-current--6263de46791566c10c79891e https //www.scutify.com/articles/2022-04-24-infrastructure-as-a-service-industry-cagr-changing-business-scope-of-current-and-future-industry- About Market Research Future Market Research Future (MRFR) has created a niche in the world of market research. It is counted among the top market research companies that offer well-researched and updated market research reports and insights to businesses of all sizes. What sets us apart is our super-responsive team that offers quality work keeping clients abridged of the prospective challenges and opportunities in various markets. Our team is adept in their space as well as patiently listens to every client. The best part is they know their work inside out and possess the expertise to guide the client in the right direction and achieve results on a tight deadline. We are a one-stop solution for all your data research needs. Our team does not believe in the “one size fits all” approach to creating a report that is detailed and concise. We handle 13 industry verticals including Healthcare, Chemicals and Materials, Information and Communications Technology, Semiconductor and Electronics, Energy and Power, Food, Beverages Nutrition, Automobile, Consumer and Retail, Aerospace and Defense, Industrial Automation and Equipment, Packaging Transport, Construction, and Agriculture. With our unique approach for every market report, we aim to reach the zenith in qualitative business intelligence and syndicated market research. Contact Market Research Future (Part of Wantstats Research and Media Private Limited) 99 Hudson Street, 5Th Floor New York, NY 10013 United States of America 1 628 258 0071 (US) 44 2035 002 764 (UK) Email sales@marketresearchfuture.com Website https //www.marketresearchfuture.com