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Release Note Release Date 27 Sep., 2009 Notes Cadencii requires ".NET Framework Runtime(version 2.0 or later)". Installer of this rumtime is available from the link below. .NET Framework Runtime Download .NET Framework 3.5 SP1 Cadencii can be launched with the latest version of mono. This enable you to use Cadencii with many platforms supported by mono. (Note Several functions using VOCALOID2 VSTi are not available in this case.) Mono is available from the link mono download Download Cadencii version 2.3.5 (641KB) How to get source codes Source code is available on SourceForege.JP. Please follow the instruction below for checking out the SourceForge.JP s SVN repository. svn checkout -r 491 http //svn.sourceforge.jp/svnroot/cadencii/branches/2.3 ./ These svn command is for checiking out "THIS" version of Cadencii. In order to get the latest source codes, please remove "-r" option.
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Release Note Release Date 27 Sep., 2009 Notes Cadencii requires ".NET Framework Runtime(version 2.0 or later)". Installer of this rumtime is available from the link below. .NET Framework Runtime Download .NET Framework 3.5 SP1 Cadencii can be launched with the latest version of mono. This enable you to use Cadencii with many platforms supported by mono. (Note Several functions using VOCALOID2 VSTi are not available in this case.) Mono is available from the link mono download Download Cadencii version 3.0.2 (1015KB) How to get source codes Source code is available on SourceForege.JP. Please follow the instruction below for checking out the SourceForge.JP s SVN repository. svn checkout -r 496 http //svn.sourceforge.jp/svnroot/cadencii/branches/3.0 ./ These svn command is for checiking out "THIS" version of Cadencii. In order to get the latest source codes, please remove "-r" option.
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ダウンロード 110706版
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コンパイルされているかわからないので、後回し。 名称 load_initramfs - XXX 書式 int load_initramfs( mic_ctx_t * mic_ctx, char * initramfsname, uint32_t * initramfs_image, uint32_t * initramfs_size); 引数 mic_ctx XXX initramfsname XXX initramfs_image XXX initramfs_size XXX 説明 戻り値 参照 XXX 実装 host/driver/uos_download.c 496 #ifdef INITRAMFS 497 /* 498 DESCRIPTION loads uos initramfs image at given path into gddr for KNC. 499 PARAMETERS 500 [in]mic_ctx_t *mic_ctx - mic context 501 [in]initramfsname - file path for uos initramfs file to be loaded 502 */ 503 int 504 load_initramfs(mic_ctx_t *mic_ctx, char *initramfsname, uint32_t *initramfs_image, uint32_t *initramfs_size) 505 { 506 void *aperture_va; 507 uint8_t *mmio_va; 508 uint32_t apic_id = 0; 509 uint32_t uos_load_offset = 0; 510 uint32_t file_load_offset = 0; 511 uint32_t adapter_memsize = 0; 512 uint32_t file_size = 0; 513 int status = 0; 514 515 aperture_va = mic_ctx- aper.va; 516 mmio_va = mic_ctx- mmio.va; 517 518 if (mic_ctx- state != MIC_BOOT) { 519 printk("Not in booting state\n"); 520 return -EPERM; 521 } 522 523 status = mic_get_file_size(initramfsname, file_size); 524 525 if (status) { 526 mic_ctx- state = MIC_BOOTFAIL; 527 printk("image not found at %s , status returned %d\n", initramfsname, status); 528 return status; 529 } 530 531 status = get_uos_loadoffset(mmio_va, uos_load_offset); 532 file_load_offset = uos_load_offset 1; /* Place initramfs higher than kernel; 128MB is ok */ 533 534 *initramfs_size = (file_size 20) + 1; /* Size in whole MB */ 535 *initramfs_image = file_load_offset; 536 537 // Determine the uOS reserve size after we have the m_pXpu interface 538 get_adapter_memsize(mmio_va, adapter_memsize); 539 status = get_apic_id(mmio_va, apic_id); 540 541 // store apic_id in adapter context for later use 542 mic_ctx- apic_id = apic_id; 543 544 // transfer uOs image file to gddr 545 status = mic_load_file(initramfsname, ((uint8_t*)aperture_va) + file_load_offset, file_size); 546 return status; 547 } 548 #endif
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English 日本語 Release Note Release Date 30 Mar, 2009 Notes This version is beta-build for debugging the functions of Cadencii version 1.4. Debugging purpose only. Cadencii requires ".NET Framework Runtime(version 2.0 or later)" and "Visual C++ Library DLLs". Installers of these rumtimes are available from the links below. .NET Framework Runtime Download .NET Framework 3.5 SP1 Visual C++ Library DLL Microsoft Visual C++ 2008 Redistributable Package (x86) Download Cadencii version 1.4b1 (408KB) How to get source codes Source code repositories are now separated to 2 parts. Repository for the components listed below are on SVN LipSync repository of SourceForge.JP. Boare.Lib.AppUtil Boare.Lib.Media Boare.Lib.Vsq bocoree Also, Repository for the list below are on SVN Cadencii repository of SourceForege.JP. Cadencii vstidrv3 GenerateKeySound Please follow the instruction below for checking out the SourceForge.JP repository. If you required to enter the password, just hit enter key. cvs -d pserver anonymous@cvs.sourceforge.jp /cvsroot/lipsync login cvs -z3 -d pserver anonymous@cvs.sourceforge.jp /cvsroot/lipsync co -r CADENCII_1_4_B_1 Boare.Lib.AppUtil cvs -z3 -d pserver anonymous@cvs.sourceforge.jp /cvsroot/lipsync co -r CADENCII_1_4_B_1 Boare.Lib.Media cvs -z3 -d pserver anonymous@cvs.sourceforge.jp /cvsroot/lipsync co -r CADENCII_1_4_B_1 Boare.Lib.Vsq cvs -z3 -d pserver anonymous@cvs.sourceforge.jp /cvsroot/lipsync co -r CADENCII_1_4_B_1 bocoree Source codes on Google Codes can be checked out as follows. svn checkout -r 51 http //svn.sourceforge.jp/svnroot/cadencii/trunk ./ These cvs / svn command is for checiking out "THIS" version of Cadencii. In order to get the latest source codes, please remove "-r" options from these commands.
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Configuring Constraints Directly 制約を直接指定する 同じフィールド(XY、YZまたはXZと平行の)で、座標軸と平行であるか、同じことであるために2ポイントを束縛するTarget Point機能を使うことができます。たとえば、X軸と平行の2ポイント、床と平行の他の2ポイント、起源になる第5のポイントをセットアップすることができます。 後ろの壁(座標系のZ上)を決定する3つのトラッカーがあると思ってください。 1) 座標系コントロールパネルに切り替えてください 2) 3つのトラッカーがA、BとCであるならば、Bを選択し、そしてALTを押しながら(マック:command)、Aをクリックしてください。 3) 制約タイプをUnlockedからSame XZ PLANEに変えてください。 4) 同様にCを選択し、ALT(Command)を押しながらAを選んで、Same XZ Planeにセットしてください。 これは回転を部分的に明らかにするだけでした。BとCがAのまわりで自由に回転(Y軸のまわりの平面上のどんな点にでも)できるため、もう一つの回転を指定する必要があります。 垂直に列をなさなければならない他の2つのトラッカー、DとEがある場合は、EとAlt/Command-Click Dを選んで、Z Axis(または、それらが水平ならばX軸)に、平行にセットしてください。 Fine point:座標系をセットアップしたとき、それが最初のフレームで大まかに配置され、正しく方向付けされるように、あなたは3D内ででカメラを調節しなければなりません。さもなければ、さかさまにセットされたカメラで緊張をほぐすことができます。それは等しく有効なカメラ位置です。 (原文) Each tracker has individual constraints that can be used to control the coordinate system, accessed through the Coordinate System Control panel. The *3 button automatically configures these controls for easy use, but you can manually configure them to achieve a much wider variety of effects—if you keep in mind the mental picture of the busy little feet in the coordinate measuring machine. Those feet do whatever you tell them, but are happy to wreak havoc in any axis you do not give them instructions for. As examples of other effects you can achieve, you can use the Target Point capability to constrain two points to be parallel to a coordinate axis, in the same plane (parallel to XY, YZ, or XZ), or to be the same. For example, you can set up two points to be parallel to the X axis, two other points to be parallel to the floor, and a fifth point to be the origin. Suppose you have three trackers that you want to define the back wall (Z up coordinate system). 1) Go to the coordinate system control panel 2) If the three trackers are A, B, and C, select B, then hold down ALT (Mac Command) and click A. 3) Change the constraint type from Unlocked toSame XZ plane. 4) Select C, and ALT-click (Command) on A, and set it to Same XZ Plane also. This has nailed down the translation, but rotation only partially—the feet will be busy. You also need to specify another rotation, since B and C can spin freely around A so far (or around the Y axis about any point in the plane). You might have two other trackers, D and E, that should stack up vertically. Select E and Alt/Command-Click tracker D and set it to Parallel to Z Axis (or X axis if they should be horizontal). Details of Lock Modes ロックモードの詳細 There are quite a few different constraint (lock) modes that can be selected from the drop-down list. Despite the fair number of different cases, they all can be broken down to answering two simple questions (1) which coordinates (X, Y, and/or Z) of the tracker should be locked, and (2) to what values. ドロップダウン・リストから選択することができる相当な数の異なる制約(ロックします)モードが、があります。 異なるケースのかなりの数にもかかわらず、それらのすべては、2つの単純な質問に答えることに分類することができます: (1)トラッカーの座標軸(X、YやZ)は、どこにロックされるべきか? (2)そして値はなにか? The first question can have one of eight different answers all the combinations of whether or not each of the three coordinate axes is locked, ranging from none (Unlocked) to all (Lock Point). Rather than listing each of the combinations of which axes are locked, the list really talks about which axis is NOT locked. For example, an X Axis lock really locks Y and Z, leaving X unlocked. Locking to the XZ plane actually locks only Y. The naming addresses WHAT you want to do, not HOW SynthEyes will achieve it. 第1の問題は、8つの異なる答えのうちの1つを持つことができます: 3本の座標軸の各々がロックされるかどうかの全組合せです。(ロックなしから全ロックまでの8通り)。 軸がロックされる組合せの各々をリスト化するのではなく、リストはどの軸がロックされないかについて表示します。 たとえば、X軸ロックは、実際はYとZをロックします、Xはアンロックのままです。 XZ平面ロックとは、実際はY.だけをロックです。 The second question has three possible answers (a) to zero, (b) to the corresponding “Seed and Lock” spinner, or (c) the corresponding coordinate from the tracker assigned as the Target Point. Answer (c) is automatically selected if a target point is present, while (a) is selected for “On” lock types, and (b) for “Any” lock types. Use the Any modes when you have some particular coordinates you want to lock a tracker to, for example, if a tracker is to be placed 2 units above the ground plane. 第2の問題は、3つのありうる答えを持ちます: (a)ゼロ (b)Seed and Lockスピナーに従う (c)Target Pointとして割り当てられたトラッカーから対応する座標軸 (c)はTarget Pointが存在すれば自動的に選択されます。(a)はロックタイプが「オン」の場合に選択されます。(b)は「Any」ロックタイプです。 たとえば、トラッカーが接地平面より上の置かれた2つのユニットであるならば、トラッカーをロックしたい特定の座標を持つとき、Anyモードを使用してください Watch Out! If you select several trackers, some with targets, some without, the lock type list will be empty. Either select fewer trackers, or right-click the Target button to clear the target tracker setting from all selected trackers. Here s the total list 注意! いくつかのトラッカー(ターゲットで)を選択するならば、ロック・タイプ・リストは空です。 少しのトラッカーを選択するか、Target ボタンを右クリックして全ターゲットトラッカーセッティングをクリアして下さい。 Lock Mode ロックモード Axes Locked 固定軸 To What 値 Unlocked None Nothing Lock Point X,Y,Z Spinners Origin X, Y, Z Zero On X Axis Y, Z Zero On Y Axis X, Z Zero On Z Axis X, Y Zero On XY Plane Z Zero On XZ Plane Y Zero On YZ Plane X Zero Any X Axis Y, Z Spinners Any Y Axis X, Z Spinners Any Z Axis X, Y Spinners Any XY Plane Z Spinners Any XZ Plane Y Spinners Any YZ Plane X Spinners Identical Place 同一の場所 X, Y, Z Target || X Axis X軸と平行 Y, Z Target || Y Axis Y軸と平行 X, Z Target || Z Axis Z軸と平行 X, Y Target Same XY Plane Z Target Same XZ Plane Y Target Same YZ Plane X Target Configuring Constraints for Tripod-Mode Shots 三脚-モード・ショットのための制約の構成 カメラが三脚モードで構成されるとき、より単純な座標システム設定を使うことができます。 三脚モードでは、全体的なサイジングは必要とされません、また、起源は必要とされませんし、許されません。 計算されたシーンは整列しなければならないだけです。ただしそれさえも必須ではありません。 最も単純な三脚調整構成は水平線上にある、もしくは、少なくとも水平線を作ってほしい2つのトラッカーを見つけることに頼ります。 2つのうち、1つにX軸であるよう命じます。100のノーマルのワールド・サイズの場合、座標X=100、Y=0、Z=0にロックするようにしてセットします。 ワールド・サイズが250であるならば、ロック・ポイントは250、0、0であるでしょう: 遠いトラッカーは、X2乗+Y2乗+Z2乗がワールド・サイズの2乗に等しい座標に、常にロックされなければなりません。 正しく示されるためにそれを除けば、制約が正しく働くことは、必要でありません。 1本の軸を明らかにして、他のトラッカーは「On XY plane(XY平面上)」(Y-UP座標の場合XZ)のラベルをはる必要があるだけです。 Tips: かなりの角度をパンする三脚shotの場合(120度以上)、カメラ、レンズで小さなシステムエラーが発生し、トラッキングはバナナ形のパスを引き起こすことがあります。 これを避けるために、水平線またはもう一つの直線に沿ってトラッカーの継承をセットしてください、そして、あるべき場所にそれらを固定pegしてください、さもなければ、aroll-axis lockを使ってください。 Constrained Points View After you have set up your constraints, you should check your work using the Constrained Points viewport layout, as shown here This is the view with the recommended (front/back-variant) constraint setup in Z-Up coordinates, as applied to a typical shot, after solving. Only trackers with constraints are listed, along with what they are locked to (coordinates or another tracker). The solved position is shown, along with the3-D errorof the constraint. For example, if a tracker is located at (1,0,0) but is locked to (0,0,0), the 3-D error will be 1. It will have a completely different 2-D error in hpix on the coordinate system panel. The constrained points view lets you check your constraints after solving, giving you the resulting 3-D errors, or check your setup before solving, without any error available yet. You can select the trackers directly from this view and tweak them with the coordinate system panel displayed. Upside-down Cameras Selecting the Desired Solution Many coordinate system setups can be satisfied in two or more different ways completely different camera and tracker positions that are camera matches, and satisfy the constraints. To review, the most basic 3-point setup consists of a point locked to the origin and a point locked to a specific coordinate on the X axis, plus a third point locked to be somewhere on the ground plane (XY plane for Z-up). This setup can be satisfied two different ways. If you start from one solution, you can get the other by rotating the entire scene 180 degrees around the X axis. If the camera is upright in the first solution, it will be upside-down in the second. The third point will have a Y coordinate that is positive in one, and negative in the other (for Z-Up coordinates). If you take this basic 3-point setup, and chase the setup of the second point from a lock to (20,0,0) to “On X Axis,” and add a separate distance (scale) constraint, there are nowfourdifferent possible solutions the different combinations of the second point s X being positive or negative, and the third point s Y coordinate being positive or negative. SynthEyes offers two ways to control which solution is used. Without specific instructions, SynthEyes uses the solution where the camera is upright, not upside-down. That handles the most common case, but if you need the camera upside-down, or have a setup with four solutions, you need to be more specific. SynthEyes lets you specify whether a coordinate should be positive or negative (a polarity), for each coordinate of each constrained tracker. The Coordinate System Control panel has buttons next to the X, Y, and Z spinners. The X button, for example, sequences from X to X+ to X-, meaning that X can have either polarity, that X must be positive, or that X must be negative. If there are two solutions, you should set up a polarity for an axis of one point; if there are four solutions, set the polarity for one axis of two points. For example, set a polarity for Y of the 3rdtracker, and an X polarity for the 2nd(on-axis) tracker. Subtleties and Pitfalls The locks between two trackers are inherently bidirectional. If you lock A to B,do not lock B to A. Similarly, avoid loops, such as locking A to B, B to C, and C to A. If you want to lock A, B, C, and D all to be on the same ground plane with the same height, say, it is enough to lock B, C, and D all to A. When you choose coordinates, you should keep the scene near the origin. If your scene is 2000 units across, but it is located 100000 units from the origin, it will be inconvenient to work with, and runs the risk of numeric inaccuracy. This can happen after importing scene coordinates based on GPS readings. You can use the Track/Shift Constraints tool to offset the scene back towards the origin.
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Perspective Window The perspective window allows you to go into the scene to view it from any direction. Or, you can lock the perspective view to the tracked camera view. You can build a collection of test or stand-in objects to evaluate the tracking. Later, we’ll see that it enables you to assemble tracker locations into object models as well. The perspective window is controlled by a right-click menu, where different mouse modes can be selected. The middle mouse button can always be used for general navigation using the control and ALT variations. The left mouse button may be used instead, with the same variations, when the Navigation mode is selected. Image Overlay The perspective window can be used to overlay inserted objects over the live imagery, much like the camera view. Select Lock to Current Camera to lock or release, or use the ‘L’ key. Note that when the view is locked to the camera, you can not move or rotate the camera, or adjust the field of view. The perspective window is designed to work only with undistorted imagery the perspective view always shows the view with an ideal, undistorted camera, even if SynthEyes has calculated a lens distortion value. This reflects the essential difference between the camera and perspective views the camera view shows the source footage as is, and distorts all 3-D geometry to match. The perspective view shows the 3-D world as is, and would have to dynamically un-distort the footage in order to make everything line up. Rather than trying to do that while you use the perspective window, it requires that you un-distort the footage previously, if necessary. Navigation In navigation mode, with the left mouse button, or any time using the middle mouse button, dragging will pan the display. Control-dragging will cause the camera to look around in different directions, without translating. Control-ALT-dragging will truck the camera forwards or backwards. ALT-dragging will cause the camera to orbit. The center of the orbit will be the center of any selected vertices in the current edit mesh (more on that later), around a selected object, or around a point in space directly ahead of the camera. The mouse s scroll wheel will change the view s field of view if it is not locked to the camera, or if it is, it will change the current time. If locked, shift-scrolling will zoom the time bar. If you hold down the Z or ‘/” (apostrophe/double-quote) key when left-clicking, the mouse mode will temporarily change to be navigation mode; the mode will switch back when the mouse button is released. You can also switch to navigate mode using the ‘N’ key. So it is always pretty easy to navigate. Creating Objects Create objects on the perspective window grid with the Create mesh object mode. Use the 3-D panel or right-click menu to control what kind of object is created. Selecting an object type from the right-click menu launches the creation mode immediately. If the SynthEyes user interface is set so that a moving object is active on the Shot menu, the created object will be attached to that object. The Duplicate Mesh script on the Script menu can clone and offset a mesh, so you can create a row of fence posts quickly, for example. Moving and Rotating Objects When an object is selected, handles appear. You can either drag the handle to translate the object along the corresponding axis, or control-drag to rotate around that axis. The handles appear along the main coordinate system axes by default, so for example, you can always drag an object vertically no matter what its orientation. However, if you select Local-coordinate handles on the right-click menu, the handles will align with the object s coordinate system, so that you can translate along a cylinder s axis, despite its orientation. Additionally, for cameras or moving objects, you can select Path-relative handles, so you can adjust along or perpendicular to the path. Placing Seed Points and Objects In the Place mode, you can slide the selected object around on the surface of any existing mesh objects. For example, place a pyramid onto the top of a cube to build a small house. You can also use the place mode to put a tracker s seed/lock point onto the surface of an imported reference head model, for example, to help set up tracking for marginal shots. For this latter workflow, set up trackers on the image, import the reference model. Go to the Camera and Perspective viewport configuration. Set the perspective view to Place mode. Select each tracker in the camera view, then place its seed point on the reference mesh in the perspective view. You can reposition the reference mesh however you like in the perspective view to make this easy—it does not have to be locked to the source imagery to do this. This work should go quite quickly. If you need to place trackers (or meshes) at the vertices of the mesh, not on the surface, hold the control key down as you use the place mode, and the position will snap onto the vertices. Grid Operations The perspective window s grid is used for object creation and mesh editing. It can be aligned with any of the walls of the set floor, back, ceiling, etc. A move-grid mode translates the grid, while maintaining the same orientation, to give you a grid 1 meter above the floor, say. A shared custom grid position can be matched to the location of several vertices or trackers using the right-click|Grid|To Facets/Verts/Trackers menu item. If 3 trackers (or vertices) are selected, the grid is moved into the plane defined by the three. If two are selected, the grid is rotated to align the side-to-side axis along the two. If one is selected, the grid slides to put that tracker at the origin. So by repeatedly selecting some trackers(vertices) and using this menu command, the grid can be aligned as desired. You can easily create an object on the plane defined by any 3 trackers by selecting them, aligning the grid to the trackers, then creating the object, which will be on the grid. You can toggle the display of the grid using the Grid/Show Grid menu item, or the ‘G’ key. Shadows The perspective window generates shadows to help show tracking quality and preview how rendered shots will ultimately appear. The 3-D panel includes control boxes for Cast Shadows and Catch Shadows. Most objects (except for the Plane) will cast shadows by default when they are created. If there are no shadow-catching objects, shadows will be cast onto the ground plane. This may be more or less useful, depending on your ground plane; if the ground is very irregular or non-existent, this will be confusing. If there are shadow-catching objects defined, shadows will be cast from shadow-casting objects onto the shadow-catching objects. This can preview complex effects such as a shadow cast onto a rough terrain. Shadows may be disabled from the main View menu, and the shadow black level may be set from the Preferences color settings. The shadow enable status is “sticky” from one run to the next, so that if you do not usually use it, you will not have to turn it off each time you start SynthEyes. Note that as with most OpenGL fast-shadow algorithms, there can be shadow artifacts in some cases. Final shadowing should be generated in your 3-D rendering application. Note that the camera viewport does not display shadows by design. Edit Mesh The perspective window allows meshes to be constructed and edited, which is discussed in Building Meshes from Tracker Positions. One mesh can be selected as an edit mesh at any time―select a mesh, then right-click Set Edit Mesh or hit the ‘M’ key. Preview Movie After you solve and add a few test objects, you can render a test Quicktime movie (except on Win64) or a BMP, Cineon, DPX, JPEG, OpenEXR, PNG, SGI, or Targa sequence (also TIFF on Mac). While the RAM-based playback is limited by the amount of RAM, and has a simplified drawing scheme to save time, the preview movie supports anti-aliasing. The movie playback can later run at the full rate regardless of length. Right-click in the perspective window to bring up the menu and select the Preview Movie item to bring up a dialog allowing the output file name, compression settings, and various display control settings to be set. Usually you will want to select square pixel output for playback on computer monitors in Quicktime; it will convert 720x480 source to 640x480, for example, so that the preview will not be stretched horizontally. If you are making a Quicktime movie, be sure to bring up the compression settings and select something, Quicktime has no default and may crash if you do not select something. Also, different codecs will have their own parameters and requirements. Important Tip the H.264 codec requires that the Key every N frames checkbox be off, and the limit data-rate to 90 kb/sec checkbox be off otherwise there will be only one frame. Similarly, image files used in a sequence may have their own settings dialog. Note that image sequences written from the Preview Movie are always 8 bit/channel with no alpha. You can re-write image sequences at 16 bit and including an alpha channel using the Image Preprocessor (again depending on details of the source and output file format). Technical Controls The Scene Settings dialog contains many numeric settings for the perspective view, such as near and far camera planes, tracker and camera icon sizes, etc. You can access the dialog either from the main Edit menu, or from the perspective window s right-click menu. By default, these items are sized proportionate to the current “world size” on the solver control panel. Before you go nuts changing the perspective window settings, consider whether it really means that you need to adjust your world size instead!
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httperfは、HP社(の系列会社?)で作成されたWebサーバーの負荷テストツールです。 現在はsourceforgeで管理されているようです。 http //sourceforge.net/projects/httperf/ インストール ubuntu10.10ではすでにパッケージになっており、以下でインストールできます。 $ sudo apt-get install httperf 使い方 コマンドの書式は以下のとおり。 $ httperf --help Usage httperf [-hdvV] [--add-header S] [--burst-length N] [--client N/N] [--close-with-reset] [--debug N] [--failure-status N] [--help] [--hog] [--http-version S] [--max-connections N] [--max-piped-calls N] [--method S] [--no-host-hdr] [--num-calls N] [--num-conns N] [--period [d|u|e]T1[,T2]] [--port N] [--print-reply [header|body]] [--print-request [header|body]] [--rate X] [--recv-buffer N] [--retry-on-failure] [--send-buffer N] [--server S] [--server-name S] [--session-cookies] [--ssl] [--ssl-ciphers L] [--ssl-no-reuse] [--think-timeout X] [--timeout X] [--uri S] [--verbose] [--version] [--wlog y|n,file] [--wsess N,N,X] [--wsesslog N,X,file] [--wset N,X] 詳細はmanをみてもらうとして、簡単には以下のように指定すると実行できます。 $ httperf --server localhost --port 8080 --uri /tmp/testfile --rate 10 --num-conn 100 --num-call 3 –server サーバのホスト指定 –port ポート番号を指定 –uri ドキュメントのパスを指定 –rate 1秒間に生成するコネクション数 –num-conn ベンチマークを終了するコネクション数。 –num-call KeepAliveを設定している場合、1コネクションに含めるリクエスト数を指定 上記のオプションだと、1秒間に10コネクションずつ生成し、1つのコネクションで3回「http //localhost 8080/tmp/testfile」に対し、GETメソッドを実行します。少しして生成したコネクション数が100になると、ベンチマークが終了します。 実行例 $ httperf --server 127.0.0.1 --port 8080 --uri /tmp/testfile --rate 10 --num-conn 100 --num-call 3 httperf --client=0/1 --server=127.0.0.1 --port=8080 --uri=/tmp/testfile --rate=10 --send-buffer=4096 --recv-buffer=16384 --num-conns=100 --num-calls=3 Maximum connect burst length 1 Total connections 100 requests 300 replies 300 test-duration 9.998 s Connection rate 10.0 conn/s (100.0 ms/conn, =2 concurrent connections) Connection time [ms] min 73.5 avg 84.2 max 125.0 median 81.5 stddev 6.8 Connection time [ms] connect 0.1 Connection length [replies/conn] 3.000 Request rate 30.0 req/s (33.3 ms/req) Request size [B] 74.0 Reply rate [replies/s] min 30.0 avg 30.0 max 30.0 stddev 0.0 (1 samples) Reply time [ms] response 1.9 transfer 26.2 Reply size [B] header 110.0 content 48.0 footer 2.0 (total 160.0) Reply status 1xx=0 2xx=300 3xx=0 4xx=0 5xx=0 CPU time [s] user 0.96 system 4.57 (user 9.6% system 45.7% total 55.3%) Net I/O 6.8 KB/s (0.1*10^6 bps) Errors total 0 client-timo 0 socket-timo 0 connrefused 0 connreset 0 Errors fd-unavail 0 addrunavail 0 ftab-full 0 other 0 名前 コメント
https://w.atwiki.jp/rts_battleforge/pages/30.html
Orb1 2 3 4 Orb 1 画像 詳細 Swift 俊足 (A)Burnout 効果時間 20/40 再使用 60 20秒間30%追加ダメージを与える その後40秒間与えるダメージが50%ダウン Crossbow Attack 2秒毎に敵の対象1体に6ダメージ(A)Frenzy 効果時間 20 Crossbow Attackのダメージが12ダメージになる 効果が切れるとこのユニットは死亡する Nightfire 2秒毎に敵の対象1体に40ダメージ(A)Overload コスト 40 再使用 20 KB S 6秒後に敵の対象1体に300ダメージ (A)Unholy Armor 効果時間 20 被ダメージを30%軽減 効果が切れるとこのユニットは死亡する (A)Burnout 効果時間 20/40 再使用 60 20秒間30%の追加ダメージを与える その後40秒間与えるダメージが50%ダウン 2 画像 詳細 Bow Attack 2秒毎に敵の対象1体に12ダメージ(A)Unholy Trance 効果時間 10 再使用 20 10秒間Bow Attackのダメージが16になり 20秒間移動不可 (A)Summon Skeletons 再使用 30 Corpse Gatheringによって蓄積したライフ2000を消費してSkeleton Warrior 1体をUnholy Armorを発動させた状態で召喚するCorpse Gathering 周囲の死体を吸収し最大ライフポイント分を最大2000まで蓄積するSiege BT 建物に50%の追加ダメージ (A)Frenzy 効果時間 20 通常攻撃に50%の追加ダメージ 効果が切れるとこのユニットは死亡するSwift 俊足 Cannibalize 周囲の死体を吸収 一度吸収すると常に1秒10のライフポイントが回復する Soulburn 範囲 10 KB SM 4秒ごとに敵の対象1体に最大230ダメージ 範囲内に最大345ダメージ 自分のライフポイントを130失う(A)Sacrifice 再使用 15 味方のユニット1体を生贄に捧げそのユニットの残りライフポイント分を吸収し自分を回復 飛行Crashdive 範囲 25 KB SM GT 対象の敵1体に最大500ダメージ 範囲内に最大2000ダメージ このユニットは死亡する(I)Reincamation 効果時間 3 Crashdive後 3秒以内に周囲の死体の最大ライフポイント分を吸収し 蓄積量が2000を超えればその場でライフポイント最大で復活 3 画像 詳細 Nightfire Jet 1秒ごとに前方範囲の敵に70のダメージInstability 1秒ごとにライフポイントが50減少Life Stealer 敵に与えたダメージの30%を自分のライフポイントとして回復するSiege BT 建物に50%の追加ダメージ Dark Bolt 範囲 5 3秒ごとに敵の対象1体に最大70ダメージ 範囲内に最大100ダメージ(A)Call Horrors 再使用 30 Nightcrawler 1体をFrenzyが発動した状態で召喚する 自分のライフポイントを400失う 飛行Infernal Blade 範囲 5 1秒ごとに敵の対象1体に最大55ダメージ 範囲内に最大85ダメージVisions of Despair 効果時間 10 再使用 30 自分は移動不可になり 敵の対象ユニット1体は150%の追加ダメージを受ける 効果が切れるとその対象はライフポイントが最大まで回復する Deathwish 再使用 10 1秒ごとにライフポイントは20減少する 通常攻撃で25%の追加ダメージを与える(重ねがけ可能) (A)Soul Shock 範囲 5 再使用 3 KB S Corpse Gatheringによって蓄積したライフポイントを900消費して 敵の対象1体に最大370ダメージ 範囲内の敵に最大500ダメージCorpse Gathering 周囲の死体の最大ライフポイント分を吸収し 最大1800まで蓄積するSwift 俊足 Unstable Flesh このユニットはライフポイント50%で召喚され 3秒ごとにライフポイントが50減少するMutilation 敵に与えたダメージの75%分 自分のライフポイントが回復する(I)Critical Mass 範囲 15 KB SM ライフポイントが最大まで回復すると死亡 周囲の敵と味方1体に最大550ダメージ 範囲内に最大2000ダメージ Disintegrating Gaze 敵の対象ユニット1体を分解する(I)Pain Link 範囲 20 ダメージを受けると範囲内の味方にも受けたダメージの200%のダメージResilient 受けるダメージ30%減少 4 画像 詳細 飛行Necro Beam 範囲 15 KB SM 5秒ごとに敵の対象1体に最大550ダメージ 範囲内に最大830ダメージ(A)Leech Guns 周囲の味方ユニット最大4体から1秒ごとに100のライフポイントを吸収し最大3000まで蓄積できる 蓄積したライフポイントを消費し、蓄積量に比例してNecro Beamのダメージに最大50%の追加ダメージ(補足 Leech Gunsはもう一度使うと解除できるためスタンス切替の表記間違えだと思われる) 通常攻撃不可(S)Siege Mode 移動不可になり下記の能力を得るNather Bomb 範囲 10 KB SM GT 4秒ごとに敵の対象1体に最大640ダメージ 範囲内に最大970ダメージ(A)Bone Shards 範囲 10 再使用 9 KB SML GT 敵の対象1体に最大2560ダメージ 範囲内に最大3900ダメージ 自分のライフポイント2000失う (A)Blood Share 範囲 15 再使用 5 範囲内の味方ユニットは最大1000のライフポイントを得る 自分のライフポイントを1000失う(I)Flesh Feast 周囲の死体の最大ライフポイント分を吸収し蓄積 蓄積分がなくなるかライフポイントが最大になるまで 6秒ごとにライフポイントが300回復する Rifle Attack 2秒ごとに敵の対象1体に最大16ダメージ(A)Dark Grenade コスト 100 射程 50 範囲 20 再使用20 KB SM 指定地点に弾を24発集めると爆発し 周囲の敵と味方1体に最大2400ダメージ 範囲内に最大3600ダメージ(補足 弾を集めるとは、自動で攻撃モーションをとり空中に丸い塊ができ26発分で爆発します2秒ごとに一回の攻撃モーションなので6ユニットx4で24なので8秒で爆発しますノックバック等でモーションがカットされるとその分時間がかかります)マメ知識 Dark Grenadeなのに発動するときの音声はホーリィグレネードと叫ぶ パッチ変更点 3/16Trample damage single target 100 - 250Powercost 220 - 250Lifepoints 4000 - 3000Nether Bolt 範囲 10 KB SM 3秒ごとに敵の対象1体に最大400ダメージ 範囲内に最大600ダメージ(A)Mass Disintegration 周囲の敵対象最大5体を分解する 対象1体につき1秒ごとに60ダメージを受ける(I)Earth Dive KB SM GT 移動時に受けるダメージ50%軽減 周囲の敵1体に最大100ダメージ 範囲内に最大1000ダメージ Nether Strike 範囲 5 KB SM 4秒ごとに敵の対象1体に最大300ダメージ 範囲内に最大450ダメージ(A)Void Shear コスト 200 敵の対象ユニット1体を死亡させる 自分も死亡する Warthgazerパッチにより分解効果変更。対象がユニットのみになり、建物に対しては分解が出来なくなりました -- vTANKv (2009-03-12 05 33 09) 名前 コメント
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No TracesはDivination Cardの一種 交換可能アイテム 入手方法 関連リンク No Traces 必要枚数 9枚 30xOrb of Scouring There is no mistake so great that it cannot be undone. 交換可能アイテム 変換先 Orb of Scouring 入手方法 このカードがドロップするエリア The Ossuary (Act 5) • The Reliquary (Act 10) • The Ossuary (Act 10) • Mausoleum Map • Relic Chambers Map • Sepulchre Map カード等のドロップ以外の入手方法 アイテム 必要数 備考 The Gambler 5 Stacked Deck 1 関連リンク 英wiki https //pathofexile.gamepedia.com/No_Traces Divination Card