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There are some arguments against NEON OO Model on which Mops and Win32Forth are based. Most of those arguments stands on some implicit presuppositions that lead to the conclusionthat NEON OO Model is bad. I hate to participate in political debates disdaining something. But I will try here to defend NEON OO Model against tricky arguments. By the way, I never try to refute other OO models than that of Mops. Simply I want to free Mops OO Model from wrong images. An Object should be passed via parameter stack in Forth dialects? In Object Orientation Semantics, Object is a receiver of messages and an actor. It is not considered as a Data or Parameter or other thing to be passed to a procedure via parameter stack. Surely, an object is internally some data in Mops and Win32Forth, too. But the fact belongs to the implementation details. Implementation detail is another problem than the syntax and semantics of a language. If one says objects must be data so that they must be passed via parameter stack as parameters, the one is losing sight of OO semantics and sticking to the second class or pseudo OO, say, "Data Orientation". Of course, it is never wrong in itself for objects to be able to be passed as parameters. The objectID (normally pointer) of an object is surely a datum. But at the same time it could not be called a defect of the system if an object would not be passed as a parameter in normal message sending. So "selector object" syntax is never worse than "object selector" syntax from the view of OO semantics (human interpretation). Or rather "selector object" syntax is better in message sending appearance in my opinion because it distiguishes the actor (object) from parameters to be processed by it. The fact that Selector cannot be ticked hinders extensibility. By the way, why can Selector always be ticked? Tick pushes xt of the word ticked to data stack. Which xt? Selector is not a word in that its execution semantics is undefined without combining witha class or object. Surely, after defining a way of binding a selector can be ticked. That is, we can do in NEON Model AMETHOD SELECTOR [] ; AMETHOD But it is because by defining the selector as being late bound, looking for the appropriate method of a passed object through class linkage becomes a part of contents of SELECTOR s execution semantics.The opinion that a selecor should always be tickable is based on a presupposition thatselector always has its definite execution semantics.But the presupposition itself is false in NEON Model.In OO semantics of NEON Model it is object, not selector that looks for method in its class on gentting message. Normal selector in NEON model is a part of message but not a name of a procedure by itself. Still you need early bound method xt? If so you can do in PowerMops ref ACLASS AnObjRef no_subclasses \ ossia ObjPtr AnObjRef class_is ACLASS AMETHOD ( param1 param2 ... ^obj -- ? ) - AnObjRef SELECTOR AnObjRef ; AMETHOD Or you need faster late bound method xt using a methods table? If so you can do in PowerMops ref ACLASS AnObjRef AMETHOD ( param1 param2 ... ^obj -- ? ) - AnObjRef SELECTOR AnObjRef ; AMETHOD AnObjRef can be a temporary (that is, local) object when it is declared with "ref". Addition (8/3/06) An object could be seen as an actor or data+index to method. parameters selector object syntax shows the object as an actor and parameters+selector=message as Input to the object. That is, selector is a part of input to object.It is default OO syntax of NEON model, so we cannot reproduce the process or function from selector via tick. Why could we know from a part of the input, the process in which it will be thrown? On the other hand, Mops allows also to see an object as data+index to method.Index to method is a pointer to the class or to the method table in PowerMops.Other optional arrangements for method binding represent this consideration. Smalltalk-like late bind is slow. Yes, it is slow compared with early bind. Late bind is about 20 times slower than early bind in some bench mark code in PowerMops.But early bound method is very fast in PowerMops. Although it can not be generalized, early bound method of PowerMops on PPC seems to be about 5 times faster than equivalent non-OO code in GForth native on x86 machine in CPU clock base from some data. Anyway, PowerMops early bound method is really fast.Late bind is slower than _it_. On PowerPC, PowerMops late bound method is about 10 % faster than non-OO equivalent codein GForth 0.6.2. Damn slow? Definitely NO. In reality, iterative late binding (polymorphism) happens often on a heavy task in itself like "DRAW".In such a case over head concerning method binding is almost negligible. Besides. Who can say NEON Model is incompatible with a vtable like late bind?PowerMops class does build a methods table. It is not the matter of OO model.Again, an implementation detail!PowerMops doesn t require something like VIRTUAL declarations of methods, unlike C++.Quite handy. To tell the truth, PowerMops normal (wihout vtable) late binding implementation has a special search optimization (acceleration) mechanism. As the result, it becomes fast as it is.System implementer can and should elaborate one s implementation in order to make the system fit with the preference, unless the implementation details should be controlled by others. Conclusion An argument such that using such and such technique internally is bad will come typically from the view of language system implementers, not from that of users of the language. We could see the OO feature of a language as one of the tools to write application in the language. Implementation details could be left to the ingenuity of system implementers.Then we could concentrate the syntax-semantics relation of OO constructs.In this respect NEON model is not bad. If you have your own (favorite) Forth with OO extension different from NEON model,NEON model may look bad and ununderstandable. So what?From my experience Mops OO feature is very good for application programming.But if you don t understand and never have done programming in Mops, Mops code will look like unreadable. That would hold for any languages.The strength of OO syntax of PowerMops may be best realized when you are writing some application in PowerMops. -- Maybe not when you are trying to implement the OO model for your system. Theories concerning OO generally look like bound by (negatively or positively) the world view of Algol family (C, C++, Java). But Forth is flexible and extensible language, instead of inflexible and fixed language, like C.Why do we need to worry about OO theories build (aversively) on (procedural or sometimes even including hybrid type) Algol family languages?Java model may be good (the best? how about Objective-C? you stick to the (a bit old) industry and/or scholastic standard? It may be ok. But unfortunately we are free from such a credo.) OO construct in context of C. But its OO syntax and semantics look still in half way. "When an object is passed as a parameter to a procedure,the procedure checks the class and ..." This sounds like always-virtualized C++. But we really need it on Forth?Surely NEON model didn t look like (reversed) Java. But so what? Is it a bad signal in itself? In my opinion, the thought that an object is data is a quite low level idea.Even if such a thought is allowable, taking an object quite the same as other parameters is wrong according to the standard OO way of thinking. It might be better to push object IDs onto another stack than normal parameter stack in that such a thought, at least, is not confusing objects with data parameters.But once we suppose a special object stack to which objects are dynamically pushed at runtime, default late binding begins to look very natural in order to send messages consecutively to anonymous objects in the object stack. This thought seems to treat objects as a group of data.This grouping is realized as class-structures in Java or C++. Late binding loosens tight and narrow restrictions of class-as-type mechanism in Java or C++,and virtual method utilize this looser grouping. So late binding (sometimes identified with polymorphism) is seen as the true establishment of OO for Java or C++. In this philosophy, an instance (individual) is derived from its group (whole or class structure). Building the structure (set-subset grouping) is more important than individual objects. Objects (instances) are processed by something (method) according to the group they belongs to. Methods are the first class entities in this view, so each of them should have the independent meaning inspite of naming collisions.This is quite different from the philosophy of NEON model where the property of an individual object is more important than class structure, and the structure is a mere result of the similarity of properties among objects. Objects (instances) process some data as processors using their methods.Objects are the first class entities and methods are secondary (ancillary) to the object that knows them. Surely, PowerMops uses systemcall functions. Those are written in C++ so that a system object is a data -- low level object -- to be passed as a parameter to a function.But we know our OO model can cohabit with it because ours lives at higher level. In NEON OO model we don t need to stick to the lower level to keep low level accessibility because our moving to the higer level never sacrifice the lower level constructs. Such a cohabitation of low level and high level is Forth, I think. In my humble opinion, C++ or Java looks like taking a side road to OO. In Smalltalk or NEON model we think that an object has its ability (functionality) and propertiesand shares those with other objects by inheritance. While in C++ or Java all such things seem to be treated in view of accessibility. It is not, of course, illogical. But at the same time such accessibility definitions can be so much complicated thatan object cannot be recognizable as a semantically definite entity. I suspect that this growing tendency of the complication of rules to define wether to allow/prohibit accessing may cause, so to speak, concentration of abstract class structure and thought that an object is a mere data because such a complication is very likely to break the unity of an object as an actor. Of course, such way of thinking or programming habit comming from the C++ or Java situation is neither bad nor good in and by itself. My point is that different presuppositions will lead to different ways of thinking or programming habits. Terribly bad design fom one point of view may not be so bad from another point of view, vice versa. We should reflect on which presupposition we are putting in evaluating something. That s all. Mops default method binding is said to be Early Binding. But it is programming-default or a kind of standard, not interpreter and/or compiler default. Mops allows plural ways of message sending. But the way of binding is always explicit in code. Mops doesn t try to force programmers to take one certain way. It simply leaves many possibility to the programmers.It may be considered bad in the world of standard programming. But if they were true, Forth itself would be bad.Additionally we never confuse normal words with messages to invoke corresponding methodsin Mops code because they obey distinguishable syntax rules. Word and selector are different entities in NEON model, so they look different in Mops code. It is natural, I think. NEON OO model is said to be based on Smalltalk model.It is true that Smalltalk is too different from Forth since it is pure OO language. But we should be able to learn from Smalltalk (or other pure OO language) a natural and straightforward OO syntax-semantics correspondence, and think about its realization in Forth. From this point of view, NEON model has a excellent mesage sending appearance in my opinion. Moreover, advantages of NEON model are more in practical aspects of programming than in theoretical ones.This achivement is surely an evidence of Forth s tremendous expressive power since whole the OO construct has been written in Forth. Or you insist we should keep Forth pure? Well, but we never lose the pure Forth by adding OO constructs. Supplying NEON OO feature will never prevent us from programming in pure Forth.It is the strength of Forth we are referring to. You may need a simplicity. But there is no THE simplicity. Simple doesn t always mean short code.Fortunately, everything is already simple in Forth -- aren t you confused by your implicit suppositions?You may say "we should wipe it hour by hour and let no dust alight".But we will reply "it is always clean so where can the dust alight?"(Zen of Forth). Appendix a defect of some of Object-Method syntax (unfinished) My argument was(is) supposing PowerMops as a typical example of NEON OO model. And I treated only standard OO syntax of PowerMops. PowerMops has some OO related features that were not mentioned above.For example PowerMops allows also object-method(+class information) syntax for binding. We can select one way according to the situation. PowerMops class can have a method whose content may be different object-wise, and, when needed, can be changed dynamically. But this feature is achived by xt-variable functionality, which is already in standard Forth.That is, PowerMops solves this problem via instance variables, not inheritance. Since standard Forth already has the solution, NEON model doesn t need additional theoretically sophisticated late binding mechanism or other OO functionality to solve it. (I don t know what OO features Win32Forth has. But I think what features PowerMops has could be implemented in Win32Forth.) This article was written as a reaction agaist the claim "message-object syntax is bad or simply wrong". So, this article doesn t contain all features of PowerMops OO. I used an OO semantics to support message-object syntax. But I am not a Dogmatiker. I never insist that this semantics is one only theoretical foundation for PowerMops OO coding.I have never imagined that every PowerMops user should first be taken by this semantics to understand the OO code in PowerMops. My intention was simply that since one simple and understandable semantics can support message-object syntax, this syntax should have some reason. So I think that a claim "message-object syntax is bad or simply wrong" was shown to be baseless. I like PowerMops OO syntax by practical reason, not by dogmatical one. I have been thinking about philosophy to support PowerMops language including pure Forth part.But the motivation comes from experience of real coding on PowerMops.I have realized PowerMops is very powerful. Moreover PowerMops, which is optimizing native Forth compiler for PowerPC with OO feature based on NEON model, is wholly written in Mops.That means, PowerMops itself is an example software of NEON type OOP. And its syntax and semantics make communication with other programmers by codequite easy.I have been trying to undestand what in PowerMops language makes it so (in my opinion) great. I found Dogmatikers tend to hate NEON OO model, or even Forth ideas.Perhaps, because those ideas doesn t fit for their dogma.It is true, theory may help to simplfy the grammar of programming language. But excessive simplification could cause practical confusion. What I call practical reason to favour PowerMops, is the fact that what we are doing is clear from the code in PowerMops. Selectors have a bit different appearance from normal words.By that, we can easily realize whether certain part of the code is written in OO or in normal Forth. In all cases of OO coding, selector supposes object near by and may be followed by class name or certain token, which are context elements used to define appropriate method. (I tend to think such a combination of words as a "phrase", which is an extension of concept ‘word’.)The context is very local. It is consumed with one selector. (Well, now PowerMops has a syntax to extend the context in a case. But the ends of the context can be made clear in code.) Locality of information for interpretation of code is important factor for readble code. I realized that in some OO Forth using object-method syntax, object and method cannot be distinguished from normal Forth word in the names.And according to object-method synax theory, object (or class name) switches the contexts.Since we cannot see whether a word is an object or a normal forth word from its name,object can be said to cause implicit context change.Introducing implicit context change in a language is a really bad idea, I believe.OO system of such type will be, sooner or later, unable to live without some naming convention,such as, Begin Object name by a capital letter, etc.. But setting conventions will be too weak to avoid all possible problems coming from implicit context change. For example aFile dup may duplicate ‘aFile’ (File duplication when dup is a mothod of file). Or ‘aFile’ may do something and ‘dup’ duplicate a stack item. How could you know which is the case from this line?If you know aFile is an object and has a method ‘dup’, the definition of dup will be found in method implementation (definitioin). But the method operating code above doesn t contain the information. That is, introducing implicit context change may break the reliability of normal forth words in the meaning of the actions when reading code(especially when debugging the code other programmers wrote). In Reality, syntactical details are trivial. Implementing some features or flavors is also trivial in Forth based environment. Anything isn t very difficult to implement in Forth environment compared with some other languages. But I think confusing syntax should be avoided, even if that might be a result of exact mapping of OO to standard Forth syntax. Surely, good programmers could avoid all such troubles by some coding conventions or goood memory.Some may say, "I have no problem with that. So it is perfect."OK. I could believe it is true for you. But how about anyone other than you? Forth should be only for good programmers?But no one is born as a good programmer, andnot every person will begin programming as a good programmer. Such an elitism might kill the language. However I myself don t care about what floavors will be adopted as the future OO standard of Forth. Once the specification becomes clear, PowerMops surely can support it by an optional library. Top Page
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Adobe After Effects 概要 注意すべきこと 機能 FLASH・動画板におけるAdobe After Effectsの立ち位置 Adobe After Effectsでの、映像制作の手順 価格について 概要 略称は「AE」。特に実写映像制作の界隈では「エフェクト」と呼ばれる事もある。 アニメーション・映画・CM・プロモーションムービーなど、映像コンテンツ制作の定番と言えるツールである。 注意すべきこと 基本的には、タイムライン上でキーフレームを作り、そこにエフェクトを設定したりして動画を作成する仕様である。 人によっては、Flashより使い勝手がいいらしい。 細かい設定は可能なものの、逆を言えばそれだけソフトの仕様が複雑であることを証明しており、動画作成はもとより、ソフトの使い方を覚えるだけで相当の労力を必要とする。 インターネット上で使い方を解説しているサイトは多数存在しているようだが、どちらかといえば、解説本を購入し、それを読みながら操作方法を覚えた方がいいだろう。因みにFLASHとは違い、「毎コミおしえて!!シリーズ」のような解りやすい書籍は今のところ存在せず、難解に解説している本が多いことから、書籍の選び方にも注意が必要である。 また、OpenGL等、一部の機能に対応していないグラフィックボードを使用している場合、エフェクトの使用に制限が出てしまうので、この部分に関しても注意が必要である。 特殊なエフェクトをかける必要がある場合を除き、大抵の表現に関しては、Adobe FlashやAdobe Premiere等といった、比較的安価で覚えやすいソフトでも可能な場合がある。ソフト自体が非常に高価(後述)なので、本当に自分に必要かどうかを、十分に吟味してから購入した方がいいだろう。 機能 「読み込んだ素材を動かす」というのが基本操作。「素材そのものをゼロから作り出す」ことはできない。 読み込んだ素材をゴミ箱に入れると、AfterEffectsに読み込んだ素材も消失する。 【トランスフォーム】 縦横左右に動かす、回転させる、透明度を徐々に変えていく、徐々に遠近を付けていくetc 【エフェクト】 読み込んだ素材を、放射状にぼかす、色調を徐々に変化させる、水面のように歪ませる、雷やレーザー光線を加えるetc Adobe After Effectsは、多くのプラグインが発売されており、これらを取り込むことで、さらに いろいろな機能が使えるようになる。 (参考サイト) After Effects プラグインの総合情報サイト:シーバレー FLASH・動画板におけるAdobe After Effectsの立ち位置 ●セルアニメーションの要領で、Flashで連番の静止画ファイル(主に、アニメーションで使用されるのはpng形式) を書き出し、AfterEffectsに読み込む。 ※透明部分を保持したpngファイルをそのままAfterEffectsに読み込むと輪郭がギザギザになる。 『キーイング』という機能で輪郭をぼかす。または、 書き出しの終わったpngファイルの輪郭をPhotoShopのアクション機能を使って一括でぼかす、といった作業を挟む必要がある。 ●Flashで書き出しを行った動画ファイルを、そのままAfterEffectsに読み込む。 FLASH・動画板では、Flashを出発点にして動画制作に入っていった人が多い為、 上記のようにFlashとAfterEffectsが組み合わせて使われる事が多い。 Adobe After Effectsでの、映像制作の手順 AfterEffectsを用いて映像制作を行う場合は、主に以下のような作業工程となる。 (Flashを使っていて、AfterEffectsがどのようなものか、興味を持っている人を対象にした解説となります) 【1】素材を制作する Illustrator、Photoshop、Lightwave3D、retas!、Flash等で素材を作成 ↓ 【2】素材を読み込む AfterEffectsに上記の素材を読み込む。Flashと違い、『一つのレイヤーにつき、一つの素材』しか配置できない。 素材が増えれば増えるほど、レイヤーの数は膨大なものになる。 Flashと違い、「シンボル」「ムービークリップ」の概念が存在しないので注意。 ↓ 【3】ムービーを作る(1) 素材を読み込んだムービーを動画形式に書き出す。 素材の数や、エフェクトの数によっては2秒のシーンを書き出すだけで、10分かかる事もある。 (余談だが、メモリ512MBのパソコンでは、2秒のシーンを書き出すのに30分以上かかった) AfterEffectsを扱う場合は、相当なCPU・メモリが必要となる。 ↓ 【4】ムービーを作る(2) 数秒のシーンを扱うだけで、かなり重くなるAfterEffects。 5分のムービーを作る時、 Flashの場合は「○○.fla」という一つのファイルを作るだけで済むが、 AfterEffectsの場合は、「5秒のシーン.aep」「2秒のシーン.aep」「10秒のシーン.aep」… という具合で、場面ごとにファイルを分けて作られることになる。 ↓ 【5】これまで作った短いムービー素材を一本にまとめて完成 「5秒のシーン」「2秒のシーン」「10秒のシーン」… と細かくわけて作られた動画ファイルを Adobe Premiere、FinalCut、Windowsムービー メーカーなどを使って一本のムービーに仕上げる。 ※短い動画素材をまとめて一本のムービーに仕上げる作業に、AfterEffectsは適さないので注意。 AfterEffectsを使っての映像制作は、莫大なファイル容量が必要となる。 価格について 最新バージョンはCS4で、定価は156,240円(税込)。 Adobe PremiereやAdobe Photoshop、Adobe Flashなどがパッケージされてる Production Premiumの場合は、定価が261,450円(税込)となっている。
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Format Title Artist Label Model Number Release Press 12 PERSONAL EFFECTS ONLY YOU THE ROCK CUTTING EDGE,Rhythm REPUBLIC RR12-88038 1998/--/-- - Side Track Title Produce A 1 PERSONAL EFFECTS ONLY TSUTCHIE 2 PERSONAL EFFECTS ONLY(Inst) TSUTCHIE 3 PERSONAL EFFECTS ONLY(Acap) TSUTCHIE B 4 FUTURE FUNK 2001-RETURN OF THE B.O.H.-(YMO CUT VERSION) YOU THE ROCK,CUZSICK 5 FUTURE FUNK 2001-RETURN OF THE B.O.H.-(YMO CUT VERSION)(Inst) YOU THE ROCK,CUZSICK 6 FUTURE FUNK 2001-RETURN OF THE B.O.H.-(YMO CUT VERSION)(Acap) YOU THE ROCK,CUZSICK PERTAIN CD ザ・グラフィティロック’98
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} /** Infomation styling **/ #trackinfo .info_header th { padding .3em .5em; background-color #D8D8D8; font-size 95%; } #trackinfo .infomation_show_btn_wrapper { float right; font-size 12px; user-select none; } #trackinfo .infomation_show_btn { cursor pointer; } #trackinfo .info_content td { padding 0 0 0 5px; height 0; transition .3s; } #trackinfo .info_content ul { padding 0; margin 0; max-height 0; list-style initial; transition .3s; } #trackinfo .info_content li { opacity 0; visibility hidden; margin 0 0 0 1.5em; transition .3s, opacity .2s; } #trackinfo .info_content.infomation_show td { padding 5px; height 100%; } #trackinfo .info_content.infomation_show ul { padding 5px 0; max-height 50em; } #trackinfo .info_content.infomation_show li { opacity 1; visibility visible; } #trackinfo .info_content.infomation_show li nth-of-type(n+2) { margin-top 10px; } /** Lyrics styling **/ #lyrics { font-size 1.06em; line-height 1.6em; } .not_in_card, .inaudible { display inline; position relative; } .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; visibility hidden; position absolute; top -8.5px; left 42.5%; border-width 5px; border-style solid; border-color #555 transparent transparent transparent; opacity 0; transition 0.7s; } .not_in_card hover after, .inaudible .img hover after { content ; visibility visible; top -13.5px; left 42.5%; opacity 0.8; transition 0.3s; } .not_in_card after { top -2.5px; left 50%; } .not_in_card hover after { top -7.5px; left 50%; } .not_in_card.hide after { visibility hidden; top -2.5px; opacity 0; transition 0.7s; } /** For mobile device styling **/ .uk-overflow-container { display inline; } #trackinfo.mobile { display table; float none; width 100%; margin auto; margin-bottom 1em; } #trackinfo.mobile th { text-transform none; } #trackinfo.mobile tbody tr not(.media) th { text-align left; background-color unset; } #trackinfo.mobile td { white-space normal; } document.addEventListener( DOMContentLoaded , function() { use strict ; const headers = { title アルバム別曲名 , album アルバム , circle サークル , vocal Vocal , lyric Lyric , chorus Chorus , narrator Narration , rap Rap , voice Voice , whistle Whistle (口笛) , translate Translation (翻訳) , arrange Arrange , artist Artist , bass Bass , cajon Cajon (カホン) , drum Drum , guitar Guitar , keyboard Keyboard , mc MC , mix Mix , piano Piano , sax Sax , strings Strings , synthesizer Synthesizer , trumpet Trumpet , violin Violin , original 原曲 , image_song イメージ曲 }; const rPagename = /(?=^|.*
https://w.atwiki.jp/hmiku/pages/1894.html
【登録タグ D VOCALOID もきゅ☆ 初音ミク 曲】 作詞:もきゅ☆ 作曲:もきゅ☆ 編曲:もきゅ☆ 唄:初音ミク 歌詞 ら~ら~ら~ ら~ら~ ら~ら~ ららら☆ ら~ら~ら~ ら~ら~ ら~ら~☆ ら~ら~ら~ ら~ら~ ら~ら~ ららら☆ ら~ら~ら~ ら~ら~ ら~ら~☆ どうしよう 何もかもきまぐれで手につかない 並べてあつめては 抱え込んで壊して どうしたらなにもかも 安らぎを得られるの? 下りのない坂道を あてもなく歩いて 何も見せずに 消えてゆくの? あなたの手で あなたの目で 気付いて欲しいよ a key of the times あなたの手で あなたの目で 加えて欲しいよ a daily effects どうしてもかなえたい 夢をどうやってかなえるの? 変わらない毎日を どうやって変えるの? 何も見せずに 消えてゆくの? あなたの手で あなたの目で 気付いて欲しいよ a key of the times あなたの手で あなたの目で 加えて欲しいよ a daily effects ら~ら~ら~ ら~ら~ ら~ら~ ららら☆ ら~ら~ら~ ら~ら~ ら~ら~☆ ら~ら~ら~ ら~ら~ ら~ら~ ららら☆ ら~ら~ら~ ら~ら~ ら~ら~☆ コメント トランスミックスおすすめ -- 名無しさん (2008-08-11 00 37 15) 名前 コメント
https://w.atwiki.jp/vocaloidenglishlyric/pages/131.html
【Tags Deadball-P Luka tW W】 Original Music Title Wash My Blood Music English Lyrics written, Voice edited by デッドボールP(Deadball-P) Music arranged by デッドボールP(Deadball-P) Singers 巡音ルカ (Megurine Luka) English Lyrics: WASH MY BLOOD OF AGONY PROOF OF MY VIRGINITY WASH MY BLOOD OF INSANITY SACRIFICE OF MAIDEN HEAD FOR YOU EXTACY RISE FROM CRUEL SIN WE NEVER INVITE MAN IN US DESIRE JUST TO FEEL YOUR HEAT WE NEVER KNOW OUR CONCEPTION INSIDE THE DRESS TEARS STREAMING DOWN TO FEET THE SCAR YOU MADE CRIES EVERYTIME I IMAGINE YOU FEEL THE DARKNESS OF THE BITCH S HOLE SWEET LIKE A HOT CHOCOLATE SMELLS AWFUL LIKE CESSPOOL SPARKLING BRIGHT LIKE A DIAMOND RING I GIVE YOU EVERYTHING PROOF OF MY VIRGINITY SACRIFICE OF MAIDEN HEAD FOR YOU WASH MY BLOOD EMBRYOS KNOW THE SCARLET SEA THEY NEVER SEE THE SKY ABOVE EXISTENCE JUST TO BE A LIFE THEY NEVER KNOW MY SHAMEFUL MIND INSIDE THE CRADLE BABY GOES TO GRAVE THE LIFE I KILLED CRIES EVERYMONTH I KILL ONE MORE FEEL THE DEADLY SIN OF THE BITCH S HOLE RED LIKE A GUILLOTINE BLADE BLACK LIKE A HUMANITY THOUGHT WHITE LIKE A ROTTEN EGG OF FROG I KILL YOU EVERYTIME SOUL OF INNOCENT CHILD DIVIDE YOUR PURITY FOR ME WASH MY BLOOD FEEL THE DARKNESS OF THE BITCH S HOLE SWEET LIKE A HOT CHOCOLATE SMELLS AWFUL LIKE CESSPOOL SPARKLING BRIGHT LIKE A DIAMOND RING I GIVE YOU EVERYTHING PROOF OF MY VIRGINITY SACRIFICE OF MAIDEN HEAD FOR YOU WASH MY BLOOD [Deadball-P, DeadballP]
https://w.atwiki.jp/vocaloidenglishlyric/pages/106.html
【Tags Meiko Miriam shu-tP tC C】 Original Music Title Close My Eyes Music and lyrics written, Voice edited by shu-tP Music arranged by shu-tP Main Singer Meiko, Chorus Miriam Click here for the Japanese Lyrics English Lyrics (translated by Minato777): Every time I touch, I feel wistful We still have and share the feeling Hold the feeling you forgot Tightly in your hand (Forever) I love you (Forever) I believe you The words thrown in the sky is still ringing in the memory (Forever) I love you (Forever) I ll never forget Anyday, whenever I close my eyes, you are there I want to be by your side just a little more The dawn is coming nearby Don t let go of my hand you hold Not to be washed away (Forever) I love you (Forever) I believe you The words thrown in the sky is still ringing in the memory (Forever) I love you (Forever) I ll never forget Anyday, whenever I close my eyes, you are there Romaji lyrics (transliterated by yourvocaloidsongdatabase): Fureru tabini setsuna kunaru tsunaga tteiru tsuzu iteru wasure teita kono omoi wo tsuyoku nigiri shimete (Itsumademo) Aishi teru (Itsumademo) Shinji teru Ano sora he nage ta kotoba wa kioku ni hibii teru (Itsumademo) Aishi teru (Itsumademo) Wasure nai Itsuno hi mo hitomi toji reba soko niwa kimi ga iru Mou sukoshi dake sobaniitai chikadu iteru yo akemae kasame ta te wo hanasa naide nagasa renai youni (Itsumademo) Aishi teru (Itsumademo) Shinji teru Ano sora he nage ta kotoba wa kioku ni hibii teru (Itsumademo) Aishi teru (Itsumademo) Wasure nai Itsuno hi mo hitomi toji reba sokoniwa kimi ga iru (Itsumademo) Aishi teru (Itsumademo) Shinji teru Ano sora he nage ta kotoba wa kioku ni hibii teru (Itsumademo) Aishi teru (Itsumademo) Wasure nai Itsuno hi mo hitomi toji reba soko niwa kimi gairu
https://w.atwiki.jp/sentokun/pages/46.html
Ironbreaker / Swordmaster / White Lion / Witch Hunter / Warrior Priest / Shadow Warrior / Archmage / Rune Priest / Bright Wizard / Engineer Ironbreaker ▲上へ Swordmaster ▲上へ White Lion ▲上へ [Thin The Herd] Rank29+ Requires 13 Points in The Axeman Mastery Curse/Path of The Axeman/Level 40 25AP/No range/Instant/10s cooldown Must be at your target s side or rear You call forth a small bit of power as you attack your enemy, dealing 187 damage and causing all healing that they use within the next 10 seconds to become 50% less effective. Witch Hunter ▲上へ [Punish The False] Rank25+ Requires 9 Points in Inquisition Mastery Ailment/Path of Inquisition/Level 40 30 AP/5 ft range/Instant/10s cooldown Builds 1 Accusation A precision blow that deals 225 damage, and causes a lingering wound which reduces the effectiveness of all healing by 50% for 10 seconds. [Blessed Bullets Of Confession] Rank35 / Duration3sec up Rank35+ / Damage when casting heal Rank35+ Buff/Path of Inquisition/Level 40 20AP/No range/Instant/No cooldown You load your pistol with bullets doused in holy water, causing your Executions to deal an additional 150 Spirit damage. Any healing abilities that the victim uses over the next 5 seconds will become 50% less effective. →[Prolonged Confession] Requires 7 Points in Inquisition Mastery Buff/Path of Inquisition/Level 1 1 Slot Career Tactic/No range/Passive/No cooldown Increases the durations of Fervor, Blessed Bullets Of Confession, and Burn, Heretic! by an additional 3 seconds. →[Encourage Confession] Requires 11 Points in Inquisition Mastery Buff/Path of Inquisition/Level 1 1 Slot Career Tactic/No range/Passive/No cooldown Blessed Bullets Of Confession will also deal 125 damage to the victim each time that they use a direct healing ability. [Excommunicate] Rank31+ Requires 15 Points in Inquisition Mastery Damaging/Path of Inquisition/Level 40 Rank 4 Morale/100 ft range/Instant/60s cooldown For the next 15 seconds, heals will have no effects on your target. The target and all other enemies within 30 feet of them will suffer 1800 damage over 15 seconds. Warrior Priest ▲上へ [Absence Of Faith] Rank 25+ Requires 9 Points in Wrath Mastery Curse/Path of Wrath/Level 1 25 AP/5 ft range/Instant/20s cooldown Builds 25 Righteous Fury You call on Sigmar to Cripple your enemy for 10 seconds, causing all healing effects used on them to become 25% less effective. Shadow Warrior ▲上へ [Shadow Sting] Rank21+ Ailment/Path of The Skirmisher/Level 40 30AP/5 - 65 ft range/Instant/No cooldown Target must be Ailing An Ailment which deals 444 damage to your target over 9 seconds and causes all healing effects used on them to become 50% weaker. Only usable on a target that is already Ailing. [Vengeance Of Nagarythe] Rank29+ Buff/Core Ability/Level 1 35AP/No range/Instant/3m cooldown Grants Vengeful You are filled with a desire for vengeance, increasing all damage you deal by 20% for 15 seconds. During this time some of your abilities will gain additional effects. →[Fell The Weak] Requires 13 Points in The Scout Mastery Ailment/Path of The Scout/Level 40 25 AP/5 - 100 ft range/2s cast10s cooldown Requires Scout Stance Deals 750 damage if your target is below 20% hit points, or 248 damage otherwise. If you are Vengeful, then all healing effects used on the target will be 50% weaker for 10 seconds. Archmage ▲上へ [Scatter The Winds] Rank21+ Requires 5 Points in Vaul Mastery Hex/Path of Vaul/Level 40 25 AP/100 ft range/Instant/10s cooldown Tranquility increases effectiveness. Builds Force Deals 345 Spirit damage to your target over 9 seconds, and causes all heals that they receive to become 50% less effective. Rune Priest ▲上へ [Rune of Nullification] Rank27+ Requires 11 Points in Grungni Mastery Buff/Path of Grungni/Level 1 1 Slot Career Tactic/No range/Passive/No cooldown Critical attacks place a debuff on your target that reduces all incoming healing by 100% for 5 seconds. Bright Wizard ▲上へ [Playing With Fire] Rank21+ Requires 5 Points in Immolation Mastery Hex/Path of Immolation/Level 40 30 Action Points/100 ft range/Instant/30s cooldown A Hex which surrounds the target with hungry flames, causing all healing used on them for the next 10 seconds to become 50% less effective. Each time someone attempts to heal them, the flames will lash out, and healer will suffer 150 Elemental damage. Engineer ▲上へ
https://w.atwiki.jp/tsukune/pages/116.html
Ambient Atmosphere Cloudy Fog Distance Fog Sky Using the Atmosphere Editor The Preview Section The Sky Editor The Sun Editor The Moon Editor The Layer Manager The Layer Editor Haze Layer Editor Fog Layer Editor Cloud Layer Editor Cloud Animation Sliders Rendering Sky Animating Sky Realistic Sky Using the tmosphere Editor Creating a Realistic Sky in No Time Modifying the Atmosphere Adding Some Fog Adding Some Clouds Tips and Tricks To create a nice animation Backgrounds and Backdrops Background Backdrop Bigradient Controls Color Controls Formula Controls HDRI Controls Map Controls Movie Controls Post Render Filters Rendering with an Aura Rendering with Glare Motion Blur Cartoon Rendering Getting started with Toon!
https://w.atwiki.jp/twwiki/pages/88.html
Tier1 スキル 効果 その他 Stamina(Level1) Endurance+2 Endurance回復+5% 毒耐性+5% Pain耐性+5% スタン耐性+5% Bronze Talentが必要 Heavyweight 酔っぱらい状態の時間-50% Bronze Talentが必要 Mutation Allows Geralt to consume selected ingredients when raw instead of brewing potions out of them. Requires consumption of a mutagen. Raw ingredients restore 20 Vitality while increasing the body s Toxicity. Tier2 スキル 効果 その他 Stamina (Level 2) Endurance+3 Endurance回復+5% 毒耐性+5% Pain耐性+5% スタン耐性+5% Bronze Talentが必要 Absorption Enables Geralt to draw from Places of Power twice daily Bronze Talentが必要 Poison Resistance 毒耐性+50% Bronze Talentが必要 Endurance Regeneration Endurance回復+25% Bronze Talentが必要 Tier3 スキル 効果 その他 Stamina (Level 3) Endurance+5 Endurance回復+10% 毒耐性+10% Pain耐性+10% スタン耐性+10% Silver Talentが必要 Unlocks level 4 Group Styles Endurance Regeneration Endurance回復+50% Silver Talentが必要 Pain Resistance Pain耐性+50% Silver Talentが必要 Revive Duration of stun effect caused by assailant -50% Silver Talentが必要 Geraltが出血した時だけ有効 Tier4 スキル 効果 その他 Stamina (Level 4) Endurance+5 Endurance回復+10% 毒耐性+10% Pain耐性+10% スタン耐性+10% Silver Talentが必要 Unlocks level 5 Group Styles Stun Resistance 攻撃時に消費されるEndurance -25% Silver Talentが必要 Brawn Armor +5 Silver Talentが必要 Altered Metabolism Painに対する免疫 毒に対する免疫 出血抵抗+25% Attack+25% 避け+25% Silver Talentが必要 Works only when Poison effect in Geralt is caused by a potion. This enhancement s effects alter the negative effects of Poison. Tier5 スキル 効果 その他 Stamina (Level 5) Endurance+10 Endurance+30% 毒耐性+20% Pain耐性+20% スタン耐性+20% Gold Talentが必要 Potion Tolerance Poison Toxicity -25% Gold Talentが必要 Added Endurance Endurance+25% Gold Talentが必要