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The Moderating Effect of Job Similarity in Blended Workgroups (2021-09-20) Mercurial Hearts A Dyadic Perspective on the Role of Affect Spin in Work‐Family Conflict and Marital Satisfaction (2021-09-20) Cultural Intelligence and Language Competence Synergistic Effects on Avoidance, Task Performance, and Voice Behaviors in Multicultural Teams (2021-09-20) Business Owner‐Employees Contagion of Work‐Related Affect and Employees’ Innovative Behavior in Small Firms (2021-09-20) Leader‐Follower Congruence in Need for Achievement and Work Outcomes The Mediating Role of Leader‐Member Exchange (2021-09-20) You Wouldn’t Like Me When I’m Angry A Daily Diary Study of Displaced Online Aggression in Dual‐Earner Couples (2021-09-20) The Effect of Attachment Diversity on Team Performance and the Moderating Role of Perceived Organizational Support (2021-09-20) Assessing Facets of Mindfulness in the Context of Work The Mindfulness@Work Scale as a Work‐Specific, Multidimensional Measure of Mindfulness (2021-09-20) Candidate Effects on Election Outcomes Political Skill, Campaign Efficacy, and Intentions in a British General Election (2021-09-20) A Resource‐Based Perspective on Organizational Citizenship and Counterproductive Work Behavior The Role of Vitality and Core Self‐Evaluations (2021-09-20) A Low‐Intensity, High‐Frequency Intervention to Reduce Procrastination (2021-09-20) Journal of Occupational and Organizational Psychology A primer with purpose Research implications of the objectification of weight in the workplace (2021-12-05) Generations in context The development of a new approach using Twitter and a survey (2021-11-21) Call for papers Organizational Risk and the COVID‐19 Pandemic (2021-11-02) What does schedule fit add to work–family research? The incremental effect of schedule fit on work–family conflict, schedule satisfaction, and turnover intentions (2021-11-02) Psychological distress and resilience in first responders and health care workers during the COVID‐19 pandemic (2021-11-02) Positive work reflection during the evening and next‐day work engagement Testing mediating mechanisms and cyclical processes (2021-11-02) The work‐habits intervention model A 12‐month study to change work‐email habits (2021-11-02) Self‐leadership A meta‐analysis of over two decades of research (2021-11-02) Issue Information (2021-11-02) Stability and change in levels of work–family conflict A multi‐study, longitudinal investigation (2021-11-01) How does receiving gossip from coworkers influence employees’ task performance and interpersonal deviance? The moderating roles of regulatory focus and the mediating role of vicarious learning (2021-10-21) The impact of supervisor–employee self‐protective implicit voice theory alignment (2021-10-18) When discordant work selves yield workplace creativity The roles of creative process engagement and relational identification with the supervisor (2021-10-07) It’s so boring – or is it? Examining the role of mindfulness for work performance and attitudes in monotonous jobs (2021-09-27) A diary study on shared leadership, team work engagement, and goal attainment (2021-09-24) Thank you for the bad news Reducing cynicism in highly identified employees during adverse organizational change (2021-09-24) Spoiling for a fight A relational model of daily work‐family balance satisfaction (2021-09-20) European Journal of Work and Organizational Psychology Publisher’s note (2021-08-24) Making an impact in healthcare contexts insights from a mixed-methods study of professional misconduct (2020-11-27) When do you benefit? Differential boundary conditions facilitate positive affect and buffer negative affect after helping others (2020-12-08) The interactive effect of leader-member exchange and psychological climate for overwork on subordinate workaholism and job strain (2020-12-27) Legitimating negative behaviors in companies Why the buck doesn’t stop with the leader (2021-02-15) Ambidextrous leadership opening and closing leader behaviours to facilitate idea generation, idea promotion and idea realization (2021-01-17) Does participation generate creativity? 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(2021-09-06) Striving for more Work and Organizational Psychology (WOP) and living wages (2021-08-31) What I do or how I do it - the effect of accountability focus on individual exploration (2021-08-23) On the destructiveness of laissez-faire versus abusive supervision a comparative, multilevel investigation of destructive forms of leadership (2021-08-19) Journal of Business and Psychology Employees’ Death Awareness and Organizational Citizenship Behavior A Moderated Mediation Model (2021-12-03) Correction to How Does Intersectionality Impact Work Attitudes? The Effect of Layered Group Memberships in a Field Sample (2021-12-01) Does It Take Two to Tango? Examining How Applicants and Interviewers Adapt Their Impression Management to Each Other (2021-12-01) Who will go the extra mile? Selecting organizational citizens with a personality-based structured job interview (2021-12-01) Awakening Compassion in Managers—a New Emotional Skills Intervention to Improve Managerial Compassion (2021-12-01) Is it Worth the Regret? Deciding to Engage in Employee Voice (2021-12-01) Empathy or schadenfreude? Exploring observers’ differential responses to abusive supervision (2021-12-01) What Does it Take for Voice Opportunity to Lead to Creative Performance? Supervisor Listening as a Boundary Condition (2021-12-01) Testing Moderation in Business and Psychological Studies with Latent Moderated Structural Equations (2021-12-01) An Actor-Partner Interdependence Model of Work Challenge Stressors and Work-Family Outcomes the Moderating Roles of Dual-Career Couples’ Stress Mindsets (2021-12-01) Generations and Generational Differences Debunking Myths in Organizational Science and Practice and Paving New Paths Forward (2021-12-01) Integrating Formal and Shared Leadership the Moderating Influence of Role Ambiguity on Innovation (2021-12-01) How Employee Authenticity Shapes Work Attitudes and Behaviors the Mediating Role of Psychological Capital and the Moderating Role of Leader Authenticity (2021-12-01) How Does Intersectionality Impact Work Attitudes? The Effect of Layered Group Memberships in a Field Sample (2021-12-01) R.E.A.L. 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Calendar Girls Calendar Girls アーティスト STAR☆ANIS 発売日 2014年4月9日 レーベル ランティス デイリー最高順位 1位(2014年4月9日) 週間最高順位 1位(2014年4月15日) 月間最高順位 3位(2014年4月) 年間最高順位 23位(2014年) 初動売上 12276 累計売上 21904 週間1位 収録内容 曲名 タイアップ 視聴 Disc1 1 Signalize! アイカツ! OP 2 Move on now! ~美月ソロVer.~ アイカツ! 挿入歌 3 アイドル活動! 4 Growing for a dream 5 prism spiral 6 Trap of Love ~蘭ソロVer.~ 7 放課後ポニーテール 8 同じ地球のしあわせに 9 硝子ドール ~ユリカソロVer.~ 10 Take Me Higher 11 ヒラリ/ヒトリ/キラリ アイカツ! ED 12 アリスブルーのキス アイカツ! 挿入歌 Disc2 1 ダイヤモンドハッピー アイカツ! OP 2 真夜中のスカイハイ アイカツ! 挿入歌 3 Thrilling Dream 4 G線上のShining Sky 5 右回りWonderland 6 Angel Snow 7 fashion check! 8 Wake up my music ~いちご&りんごVer.~ 9 Moonlight destiny 10 アイドル活動! ~いちごソロVer.~ 11 カレンダーガール アイカツ! ED ランキング 週 月日 順位 変動 週/月間枚数 累計枚数 1 4/15 1 新 12276 12276 2 4/22 4 ↓ 2499 14775 3 4/29 3 ↑ 1562 16337 4 5/6 4 ↓ 1293 17630 2014年4月 3 新 17630 17630 5 5/13 4 → 828 18458 6 5/20 9 ↓ 528 18986 7 5/27 ↓ 380 19366 8 6/3 317 19683 2014年5月 18 ↓ 2053 19683 9 6/10 270 19953 10 6/17 15 ↓ 254 20207 11 6/24 15 → 264 20471 2014年6月 ↓ 788 20471 12 12/23 334 20805 13 15/1/6 334 21139 14 1/13 280 21419 15 1/20 238 21657 16 2/17 247 21904 関連CD ダイヤモンドハッピー/ヒラリ/ヒトリ/キラリ FOURTH PARTY!
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小鳥遊ひなちゃんを走らせるだけのデスクトップアクセサリを作成しましたので、ソースを公開します。 ポイントしては、 背景の透明化が1.7で簡単にできるようになった?ので、それを使っています。 ※新しい機能を使っているわけではないので、仕様が変わったというのが正しいかもしれないですが、正直よくわかっていません また、タスクトレイに表示させたくなかったので、ダイアログを使っています。 システムトレイも初めて使ってみました。あまりに簡単にできたので拍子抜けしました。 ゲームに使える部分といったら・・・、どこなんでしょうね(゚Д゚) 追記: 見直してみると if (hinaIndex + 1 hinaImage.size()) hinaIndex += 1; else hinaIndex = 0; これって hinaIndex = (hinaIndex + 1) % hinaImage.size(); でよくね?思いました(^ω^)ペロ 基本はわかりやすさ重視! package main; import java.awt.AWTException; import java.awt.BorderLayout; import java.awt.Color; import java.awt.Dimension; import java.awt.DisplayMode; import java.awt.Font; import java.awt.Graphics; import java.awt.GraphicsEnvironment; import java.awt.GridLayout; import java.awt.MenuItem; import java.awt.MouseInfo; import java.awt.PointerInfo; import java.awt.PopupMenu; import java.awt.SystemTray; import java.awt.TrayIcon; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferedImage; import java.util.ArrayList; import javax.swing.JDialog; import javax.swing.JLabel; import javax.swing.JPanel; import javax.swing.JSlider; import javax.swing.SwingUtilities; import javax.swing.border.EtchedBorder; import javax.swing.border.TitledBorder; import javax.swing.event.ChangeEvent; import javax.swing.event.ChangeListener; import resource.ImageManager; /** * エントリポイント * * @author T△T * */ public class HinaStandUp { /** * @param args */ public static void main(String[] args) { // JDialog.setDefaultLookAndFeelDecorated(true); // 枠付きで窓の背景を透明化する SwingUtilities.invokeLater(new Runnable() { @Override public void run() { new HinaTrayIcon(); } }); } } /** * 実質メインのクラス * * @author T△T * */ class HinaTrayIcon { // 設定用 int deltaX; int fps; double scale; int baseHeight; // 読み込んだ画像の最大の高さを保持 int dispWidth; int dispHeight; Hina hina; Setting setting; JLabel labelActualFPS = new JLabel(); JLabel labelHinaPoint = new JLabel(); FPSKeeper fpsKeeper; // スレッドループ用 HinaTrayIcon() { // ポップアップメニューの準備 PopupMenu menu = new PopupMenu(); MenuItem item = new MenuItem("設定"); item.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent event) { if (setting != null) { PointerInfo pointerInfo = MouseInfo.getPointerInfo(); setting.setLocation( pointerInfo.getLocation().x - setting.getWidth(), pointerInfo.getLocation().y - setting.getHeight()); setting.pack(); setting.setVisible(true); } } }); menu.add(item); item = new MenuItem("終了"); item.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent event) { if (hina != null) { hina.setVisible(false); hina.dispose(); } if (setting != null) { setting.setVisible(false); setting.dispose(); } System.exit(0); } }); menu.add(item); // システムトレイの準備 SystemTray tray = SystemTray.getSystemTray(); TrayIcon icon = new TrayIcon( ImageManager.getInstance().getImage("icon.png"), "小鳥遊ひなちゃんが走るだけのやーつ!だお", menu); try { tray.add(icon); } catch (AWTException e) { e.printStackTrace(); } // 初期化処理 deltaX = -11; fps = 20; scale = 0.5; // 他のオブジェクトの準備 fpsKeeper = new FPSKeeper(20); hina = new Hina(); setting = new Setting(); // ひなの描画スタート Thread thread = new Thread(hina); thread.start(); } /** * ひなちゃんのダイアログ * アンデコして、背景をかぎりなく透明に近い値に設定 * Ver1.7だと * 0.001f クリックできない限りなく透明な値 * 0.01f クリックできる限りなく透明な値 * Ver1.6だと * 0.001fも0.01fも透明にならない * * @author T△T * */ class Hina extends JDialog implements Runnable { /** * */ private static final long serialVersionUID = 2544997992113824284L; int frameCount; int hinaX; int hinaIndex; boolean isDragged; ArrayList BufferedImage hinaImage = new ArrayList BufferedImage (); ArrayList BufferedImage hinaFlipImage = new ArrayList BufferedImage (); ArrayList BufferedImage hinaImageMotionBlur = new ArrayList BufferedImage (); ArrayList BufferedImage hinaFlipImageMotionBlur = new ArrayList BufferedImage (); Hina() { // ひなちゃんをクリックした状態でESCキーで終了 addKeyListener(new KeyAdapter() { @Override public void keyPressed(KeyEvent e) { if (e.getKeyChar() == KeyEvent.VK_ESCAPE) System.exit(0); } }); GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment(); DisplayMode displayMode = env.getDefaultScreenDevice().getDisplayMode(); // 変数widthとheightに画面の解像度の幅と高さを代入 dispWidth = displayMode.getWidth(); dispHeight = displayMode.getHeight(); setIgnoreRepaint(true); setUndecorated(true); // タイトルバーとサイズ変更の枠を消す setBackground(new Color(0, 0, 0, 0.001f)); setAlwaysOnTop(true); setFocusable(true); hinaImage.add(ImageManager.getInstance().getImage("01.png")); hinaImage.add(ImageManager.getInstance().getImage("02.png")); hinaImage.add(ImageManager.getInstance().getImage("03.png")); hinaImage.add(ImageManager.getInstance().getImage("04.png")); hinaImage.add(ImageManager.getInstance().getImage("05.png")); hinaImage.add(ImageManager.getInstance().getImage("06.png")); hinaImage.add(ImageManager.getInstance().getImage("07.png")); hinaImage.add(ImageManager.getInstance().getImage("08.png")); hinaFlipImage.add(ImageManager.getInstance().getImage("01.png", true)); hinaFlipImage.add(ImageManager.getInstance().getImage("02.png", true)); hinaFlipImage.add(ImageManager.getInstance().getImage("03.png", true)); hinaFlipImage.add(ImageManager.getInstance().getImage("04.png", true)); hinaFlipImage.add(ImageManager.getInstance().getImage("05.png", true)); hinaFlipImage.add(ImageManager.getInstance().getImage("06.png", true)); hinaFlipImage.add(ImageManager.getInstance().getImage("07.png", true)); hinaFlipImage.add(ImageManager.getInstance().getImage("08.png", true)); hinaImageMotionBlur.add(ImageManager.getInstance().getImage("01_20.png")); hinaImageMotionBlur.add(ImageManager.getInstance().getImage("02_20.png")); hinaImageMotionBlur.add(ImageManager.getInstance().getImage("03_20.png")); hinaImageMotionBlur.add(ImageManager.getInstance().getImage("04_20.png")); hinaImageMotionBlur.add(ImageManager.getInstance().getImage("05_20.png")); hinaImageMotionBlur.add(ImageManager.getInstance().getImage("06_20.png")); hinaImageMotionBlur.add(ImageManager.getInstance().getImage("07_20.png")); hinaImageMotionBlur.add(ImageManager.getInstance().getImage("08_20.png")); hinaFlipImageMotionBlur.add(ImageManager.getInstance().getImage("01_20.png", true)); hinaFlipImageMotionBlur.add(ImageManager.getInstance().getImage("02_20.png", true)); hinaFlipImageMotionBlur.add(ImageManager.getInstance().getImage("03_20.png", true)); hinaFlipImageMotionBlur.add(ImageManager.getInstance().getImage("04_20.png", true)); hinaFlipImageMotionBlur.add(ImageManager.getInstance().getImage("05_20.png", true)); hinaFlipImageMotionBlur.add(ImageManager.getInstance().getImage("06_20.png", true)); hinaFlipImageMotionBlur.add(ImageManager.getInstance().getImage("07_20.png", true)); hinaFlipImageMotionBlur.add(ImageManager.getInstance().getImage("08_20.png", true)); // 適当にベースの高さを算出 for (int index = 0; index hinaImage.size(); index++) { BufferedImage image = hinaImage.get(index); baseHeight = Math.max(baseHeight, image.getHeight()); } // 窓の初期サイズと位置決定 setBounds( 0, dispHeight / 2 - (int) (baseHeight * scale) / 2, dispWidth, (int) (baseHeight * scale)); addMouseMotionListener(new MouseAdapter() { @Override public void mouseDragged(MouseEvent e) { isDragged = true; hinaX = e.getX(); setLocation(0, e.getYOnScreen() - getHeight() / 2); } }); addMouseListener(new MouseAdapter() { @Override public void mouseReleased(MouseEvent e) { isDragged = false; } @Override public void mousePressed(MouseEvent e) { isDragged = true; hinaX = e.getX(); setLocation(0, e.getYOnScreen() - getHeight() / 2); } }); // 初期化 frameCount = 0; hinaX = getWidth(); hinaIndex = 0; isDragged = false; setVisible(true); } @Override public void run() { while (true) { repaint(); fpsKeeper.sleep(); } } @Override public void paint(Graphics g) { super.paint(g); // ALLリセット // 計測値更新 // 大体1秒ごとにFPSの実測値を更新 if (frameCount++ % fps == 0) labelActualFPS.setText(fpsKeeper.getFPS()); labelHinaPoint.setText("" + frameCount); // ひなちゃん更新 // 画像の要素番号更新 if (hinaIndex + 1 hinaImage.size()) hinaIndex += 1; else hinaIndex = 0; // 画像や座標やサイズの決定 BufferedImage image; if (deltaX -50) image = hinaImageMotionBlur.get(hinaIndex); else if (50 deltaX) image = hinaFlipImageMotionBlur.get(hinaIndex); else image = deltaX = 0 ? hinaImage.get(hinaIndex) hinaFlipImage.get(hinaIndex); int width = (int) (image.getWidth() * scale); int height = (int) (image.getHeight() * scale); if (!isDragged) { // ニュートラルな状態 hinaX += deltaX; // 移動 if (hinaX -width - 10) { // 画面左端でリセット hinaX = getWidth() + width; } if (dispWidth + height + 10 hinaX) { // 画面右端でリセット hinaX = -width; } } // 描画更新 g.drawImage(image, hinaX - width / 2, 0, width, height, null); } @Override public void update(Graphics g) { paint(g); } } class Setting extends JDialog { /** * */ private static final long serialVersionUID = -1392076571566176523L; Font font = new Font("", Font.BOLD, 20); JSlider sliderDeltaX; JSlider sliderFPS; JSlider sliderScale; JLabel labelDeltaX; JLabel labelFPS; JLabel labelScale; Setting() { super(); setTitle("設定"); setLocationRelativeTo(null); setMinimumSize(new Dimension(400, 160)); setPreferredSize(new Dimension(400, 160)); /** * 計測パネル */ JPanel panelCalc = new JPanel(); JPanel panelActualFPS = new JPanel(); panelActualFPS.setBorder(new TitledBorder(new EtchedBorder(), "FPS計測値")); labelActualFPS.setFont(font); labelActualFPS.setText("" + fps); panelActualFPS.add(labelActualFPS); JPanel panelHinaPoint = new JPanel(); panelHinaPoint.setBorder(new TitledBorder(new EtchedBorder(), "ひなポイント")); labelHinaPoint.setFont(font); labelHinaPoint.setText("0"); panelHinaPoint.add(labelHinaPoint); panelCalc.setLayout(new GridLayout(2, 0)); panelCalc.add(panelActualFPS); panelCalc.add(panelHinaPoint); /** * 移動量パネル */ JPanel panelDeltaX = new JPanel(); panelDeltaX.setBorder(new TitledBorder(new EtchedBorder(), "x軸方向の移動量")); labelDeltaX = new JLabel("" + deltaX); sliderDeltaX = new JSlider(-100, 100, deltaX); sliderDeltaX.setMajorTickSpacing(10); sliderDeltaX.setMinorTickSpacing(1); sliderDeltaX.setPaintTicks(true); sliderDeltaX.setToolTipText("x軸方向の移動量"); sliderDeltaX.addChangeListener(new ChangeListener() { @Override public void stateChanged(ChangeEvent e) { deltaX = sliderDeltaX.getValue(); labelDeltaX.setText("" + deltaX); } }); panelDeltaX.setLayout(new BorderLayout()); panelDeltaX.add(labelDeltaX, BorderLayout.NORTH); panelDeltaX.add(sliderDeltaX, BorderLayout.CENTER); /** * FPSパネル */ JPanel panelFPS = new JPanel(); panelFPS.setBorder(new TitledBorder(new EtchedBorder(), "FPS")); labelFPS = new JLabel("" + fps); sliderFPS = new JSlider(JSlider.VERTICAL, 1, 300, 20); sliderFPS.setMajorTickSpacing(10); sliderFPS.setMinorTickSpacing(1); sliderFPS.setPaintTicks(true); sliderFPS.setToolTipText("FPS"); sliderFPS.addChangeListener(new ChangeListener() { @Override public void stateChanged(ChangeEvent e) { fps = sliderFPS.getValue(); labelFPS.setText("" + fps); fpsKeeper.setFPS(fps); } }); panelFPS.setLayout(new BorderLayout()); panelFPS.add(labelFPS, BorderLayout.CENTER); panelFPS.add(sliderFPS, BorderLayout.EAST); /** * スケール値パネル */ JPanel panelScale = new JPanel(); panelScale.setBorder(new TitledBorder(new EtchedBorder(), "スケール")); labelScale = new JLabel("" + scale); sliderScale = new JSlider(JSlider.VERTICAL, 1, 1000, 50); sliderScale.setMajorTickSpacing(10); sliderScale.setMinorTickSpacing(1); sliderScale.setPaintTicks(true); sliderScale.setToolTipText("スケール"); sliderScale.addChangeListener(new ChangeListener() { @Override public void stateChanged(ChangeEvent e) { scale = (double) sliderScale.getValue() / 100; labelScale.setText("" + scale); // スケール値に応じて、ダイアログの高さを更新 hina.setBounds( 0, dispHeight / 2 - (int) (baseHeight * scale) / 2, dispWidth, (int) (baseHeight * scale)); } }); panelScale.setLayout(new BorderLayout()); panelScale.add(labelScale, BorderLayout.CENTER); panelScale.add(sliderScale, BorderLayout.EAST); // グリッドレイアウトで均等に広げて配置 setLayout(new GridLayout()); add(panelCalc); add(panelDeltaX); add(panelFPS); add(panelScale); pack(); // ボリュームの左クリックみたいなやーつ addWindowListener(new WindowAdapter() { @Override public void windowDeactivated(WindowEvent e) { setVisible(false); } }); } } } 続きまして、ひなちゃんの画像を読み込むクラスです。 x軸方向での反転をさせた画像をもつようにしているだけです。 aaaaというクラスが画像をもっています。 aaaaとか意味のない名前付けは良い子は真似しないでくださいね。 いいクラス名が思いつかなかったんだよ(^ω^)スマンネ package resource; import java.awt.Graphics2D; import java.awt.image.BufferedImage; import java.io.IOException; import java.util.HashMap; import java.util.Iterator; import javax.imageio.ImageIO; public class ImageManager { static private final ImageManager instance = new ImageManager(); public static ImageManager getInstance() { return instance; } private ImageManager() { initAll(); } private final String base = "resource/image/"; private final String[] fileNames = { "icon.png", "01.png", "02.png", "03.png", "04.png", "05.png", "06.png", "07.png", "08.png", "01_20.png", "02_20.png", "03_20.png", "04_20.png", "05_20.png", "06_20.png", "07_20.png", "08_20.png", }; HashMap String, aaaa imagePool = new HashMap String, aaaa (); class aaaa { BufferedImage image; BufferedImage xFlipImage; aaaa(BufferedImage image) { this.image = image; // ついでに反転画像をもっておく xFlipImage = new BufferedImage(image.getWidth(), image.getHeight(), BufferedImage.TYPE_INT_ARGB); Graphics2D g = xFlipImage.createGraphics(); g.drawImage(image, image.getWidth(), 0, -image.getWidth(), image.getHeight(), null); g.dispose(); } BufferedImage get(boolean isFlip) { if (isFlip) return xFlipImage; return image; } } public void initAll() { for (int index = 0; index fileNames.length; index++) { String fileName = fileNames[index]; BufferedImage img = null; try { img = ImageIO.read(ImageManager.class.getClassLoader().getResourceAsStream(base + fileName)); } catch (IOException e) { e.printStackTrace(); } imagePool.put(fileName, new aaaa(img)); } } public BufferedImage getImage(String fileName) { return getImage(fileName, false); } public BufferedImage getImage(String fileName, boolean isXFlip) { return imagePool.get(fileName).get(isXFlip); } public void printAllData() { Iterator String ite = imagePool.keySet().iterator(); while (ite.hasNext()) { String fileName = ite.next(); System.out.print("ファイル名 " + fileName); System.out.println(" 内容 " + imagePool.get(fileName)); } } }
https://w.atwiki.jp/hmiku/pages/45066.html
【登録タグ C Dasu ニコニコ外公開曲 曲 鏡音レン】 作詞:Dasu 作曲:Dasu 編曲:Dasu 唄:鏡音レン 歌詞 (動画説明欄より転載) 原曲(タガログ語)歌詞 Pasintabi naman, ano? Itatali na kita sa lubid ko Sawang-sawa na rin ako Mama, Papa-'tay- Sana nga'y magkasakit na lang ako Para 'di na ko nasasaktang husto "Isa pang panis na Bulalo!" Mama- "Matutulog na ako." CHORUS Tatakasan ko ang lahat ng 'to~ Wo-oh~ Mas maigi ba na ako'y tumakbo, Papalayo sayo? Nakakalunod ang kalokohan ko~ Wo-oh~ Kinabukasan sana'y wala na ko~ Wo-oh~ Madilim nanaman dito. Ilang araw ka na bang nanlulumo? Wala namang nagbabago. "Ha? *A n o k a m o ? " Mapaniil ang nais mo, inalala sa higpit ng yakap mo Bakit ba bihira kang sumagot c "A n o ? A n o k a m o ?" Ohh~ CHORUS Tatakasan ko, para lang maglaho na ko~ Mas maigi ba na ako'y tumakbo, at bumalik sayo? Matatanggap pa ba ng iyong puso? Wo-oh~ Makasarili pa ba na tinatago ko, Sayo? Tatakasan ko ang lahat ng 'to~ Wo-oh~ Nalilito ako kaya ako'y tumakbo, Papalayo sayo. Nakakalunod ang kalokohan ko~ Wo-oh~ Kinabukasan sana'y wala na ko~ Wo-oh~ + 英語歌詞(公式) 英語歌詞 (動画説明欄より転載) Um, Excuse me? I'll hang you with my rope I'm already sick and tired (*Mom, Dad-dad-) (*Mom, please kill-) (*Mom, please turn it off-) I wish I just got sick instead Just so I wouldn't get hurt so bad like this One more spoiled dish(Bulalo) please! Mom- "I'm going to sleep." CHORUS I'll escape from all of these~ Wo-oh~ Is it better if I just run, away from you? My stupidity drowns me so~ Wo-oh~ Tomorrow I hope I'm gone~ Wo-oh~ It's dark in here again. How many days have you been depressed? Nothing's changing. "Ha? S a y w h a t ?" (*An offended 'what's that?') Your means are oppressive, remembered by how tight your embrace is And why do you barely even reply c "W h a t ? S a y w h a t ? !" Ohh~ CHORUS END I'll escape, just so I can disappear~ Is it better if I just run, back to you? WIll your heart take it? Wo-oh~ Is it still selfish that I kept these away, from you? I'll escape from all of these~ Wo-oh~ I was also confused that's why I ran, away from you. My stupidity is drowning me so~ Wo-oh~ Tomorrow I hope I'm gone~ Wo-oh~ コメント 名前 コメント
https://w.atwiki.jp/maygow/pages/37.html
Escalation 上側スタートが圧倒的に不利なマップ 待っていてもグレネードでジリ貧になるので、突っ込むタイミングを揃える事や、陽動して敵を揺さぶる事が大事 下側スタートはグレネードをどんどん投げ、降りてくる敵をスナイパーでヘッドショットして数を減らしてやろう! グレネードが階段に当たって戻ってくる事もあるので、自爆に注意
https://w.atwiki.jp/nakamura001/pages/228.html
Shader "Reflective/Bumped Unlit" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5) _MainTex ("Base (RGB), RefStrength (A)", 2D) = "white" {} _Cube ("Reflection Cubemap", Cube) = "" { TexGen CubeReflect } _BumpMap ("Normalmap", 2D) = "bump" {} } Category { Tags { "RenderType"="Opaque" } LOD 250 // ------------------------------------------------------------------ // Shaders SubShader { // Always drawn reflective pass Pass { Name "BASE" Tags {"LightMode" = "Always"} CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct v2f { float4 pos SV_POSITION; float2uv TEXCOORD0; float2uv2 TEXCOORD1; float3I TEXCOORD2; float3TtoW0 TEXCOORD3; float3TtoW1 TEXCOORD4; float3TtoW2 TEXCOORD5; }; uniform float4 _MainTex_ST, _BumpMap_ST; v2f vert(appdata_tan v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); o.uv2 = TRANSFORM_TEX(v.texcoord,_BumpMap); o.I = -WorldSpaceViewDir( v.vertex ); TANGENT_SPACE_ROTATION; o.TtoW0 = mul(rotation, _Object2World[0].xyz * unity_Scale.w); o.TtoW1 = mul(rotation, _Object2World[1].xyz * unity_Scale.w); o.TtoW2 = mul(rotation, _Object2World[2].xyz * unity_Scale.w); return o; } uniform sampler2D _BumpMap; uniform sampler2D _MainTex; uniform samplerCUBE _Cube; uniform fixed4 _ReflectColor; uniform fixed4 _Color; fixed4 frag (v2f i) COLOR { // Sample and expand the normal map texture fixed3 normal = UnpackNormal(tex2D(_BumpMap, i.uv2)); fixed4 texcol = tex2D(_MainTex,i.uv); // transform normal to world space half3 wn; wn.x = dot(i.TtoW0, normal); wn.y = dot(i.TtoW1, normal); wn.z = dot(i.TtoW2, normal); // calculate reflection vector in world space half3 r = reflect(i.I, wn); fixed4 c = UNITY_LIGHTMODEL_AMBIENT * texcol; c.rgb *= 2; fixed4 reflcolor = texCUBE(_Cube, r) * _ReflectColor * texcol.a; return c + reflcolor; } ENDCG } } // ------------------------------------------------------------------ // No vertex or fragment programs SubShader { Pass { Tags {"LightMode" = "Always"} Name "BASE" BindChannels { Bind "Vertex", vertex Bind "Normal", normal } SetTexture [_Cube] { constantColor [_ReflectColor] combine texture * constant } } } } FallBack "VertexLit", 1 }
https://w.atwiki.jp/riftinfo/pages/237.html
*コレクション名 Level アーティファクト名 座標 補足 Artifacts of Droughtlands 44 Gladiator Chest Piece Ereetu s Mark Draconic Clawbone Wild Kit Mark Raptor Jerky Mister Opal s Guide to Humans - Page 6 Game Changing Twist 8022,6732 タールの中骨付近 Love is Forbidden We Croak and Howl Inert Soulstuff The Convocation Cyclops Gladiator Gear 44 Gladiator Pike Gladiator Shiv Gladiator Shield Gladiator Collar Gladiator Mask Gladiator Chest Piece Emberlord Ereetu 44 Skull of Prophecy 7564,6793 Flayed Skin Bloodmagic Sacrifice Ereetu s Mark 8463,6414 荷車の下 Fossils of the Droughtlands 44 Flametouched Kobold Femur Tar Preserved Cyclops Eye Unspoiled Devil Head 7959,6749 タールの中 Draconic Clawbone Frontier Foods 44 Coyote Fritter Longtooth Steak Scrub Chutney 8085,6824 岩陰 Stonegazer Stew Snake Link Sausage Raptor Jerky Gambler s Marks 44 Rutger s Mark Jakub s Mark Venda s Mark Brannigan s Mark Kid Fang Mark Wild Kit Mark Helena Brass s Leaflets 44 Out of the Dark Age Slavery to Debt Ironhook Crimes Hygiene and You 8028,6874 岩場中腹の茂み Khaliti Jewel Work 50 Khaliti Sun Pendant Khaliti Golden Collar Gold and Ruby Khaliti Band Khaliti Drake Armband Gold and Diamong Khaliti Ring Gold Khaliti Tiara Kobold Creation Story 44 Kobold Creation Story - Page 1 Kobold Creation Story - Page 2 Kobold Creation Story - Page 3 8481,6766 岩陰 Kobold Creation Story - Page 4 7569,57628127,6230 Kobold Creation Story - Page 5 Lantern Hook 44 Well Water Rigged Dice Tree Root Imported Cards 8303,7172 屋外石壁付近 Golden Maw Coinage 7614,6965 山 Unexplained Fire Residue Mister Opal s Guide to Humans 44 Mister Opal s Guide to Humans - Page 1 Mister Opal s Guide to Humans - Page 2 Mister Opal s Guide to Humans - Page 3 Mister Opal s Guide to Humans - Page 4 Mister Opal s Guide to Humans - Page 5 Mister Opal s Guide to Humans - Page 6 Rorf Collection; Awesome Reward 44 Cat Humorous But Degrading Kobold Item You Mistake this for Weapon Upgrade Reused Item From Earlier Zone Story Point Lost on Most People Game Changing Twist Scales of Laethys 50 Scale of Lorga Scale of Gigmar Scale of Ulessei Sylver s Schematics 50 Schematic for Planar Modulator Schematic for Dimensional Cleaver Schematic for Propulsar 7560,7006 Schematic for Source Sniffer 7625,7091 Schematic for Confluence Ray Schematic for ARC The Bogling and the Kobold 44 Stranger in Stink Pit Swamp Pretty Pretty Frogmouth Girl 7582,5819 We Fight Because We Told To 8449,6589 鳥の巣 She Smell Good We Find Secret Spot Behind Bush 7598,58207694,6959 Love is Forbidden We Croak and Howl The City State of Redoubt 50 City State of Mkhai - Page 1 City State of Mkhai - Page 2 City State of Mkhai - Page 3 City State of Mkhai - Page 4 City State of Mkhai - Page 5 City State of Mkhai - Page 6 The Convocation 44 Aether Distillation Module 7618,6667 岩陰 Demiurge Transcription Needle Planar Prism Detached Eth Shadow Aura Enhancer Inert Soulstuff 8373,6781 岩陰 The Eldritched Civilization of the Eth 44 The Fall of the Dragons Magic and Machine Transformative Outlook To Ascend The Convocation The Sorcerer Kings 50 The Sorcerer Kings - Page 1 The Sorcerer Kings - Page 2 The Sorcerer Kings - Page 3 The Sorcerer Kings - Page 4 To Be a God 44 To Be a God - Page 1 To Be a God - Page 2 To Be a God - Page 3 8093,67208314,6743 タールの中鳥の巣横 To Be a God - Page 4 To Be a God - Page 5 To Be a God - Page 6 Wanton Tribe Trophies 44 Satyr Skull 8036,6168 Dragon Whelp Talon Harpy Feather Well Thought Out Plans of Victory 44 Smith s Haven Wall Catapult Lantern Hook A Activate Well Device 8621,6981 荷車横 Fortune Shore A Poker Game Gloamwood Pines A Were Kobolds 7625,6623 木 Meridian A Steam Tunnel Assault Sanctum A Pretend Pilgrims
https://w.atwiki.jp/sqlegenic/pages/167.html
スペック Supurb Spalted Maple Maple Top and single cutaway solid Mahogany arch top body High quality wax potted ceramic humbucker pickups for improved sound Full body and neck binding Set-in Maple neck with Rosewood fretboard and trapezodial inlays 22 Jumbo 2.7mm frets and a 13.7" (350mm) radius neck for fast play Grover Die Cast tuners Two volume two tone controls and a 3-way pickup selector switch help you find your sound Stop-Bar tailpiece transfers string vibration to the body of the guitar and produces superior sustain Made in Korea Width of the neck at the nut 1 5/8"; at the 22st fret 2 3/16" Neck Taper is 21.5 mm at the 1st fret and 23.5 mm at the 12th fret Thickness of neck at the first fret approx 11/16" Overall length, including the strap button 40"; Scale length 24.7" Bridge pole spacing is 3", and the Tail piece pole spacing is 3 1/4" Width at the widest point 13" Body thickness 2" at edge Actual Weight is only 10 lbs レポ 948 名前: ドレミファ名無シド [sage] 投稿日: 2009/11/07(土) 06 34 07 ID Kb8KEKuE 規制されてたんでちょっと携帯からテストさせてもらった。 はじめて買うギターを海外の安ギターにするという暴挙に出て みたので一応報告だけ。 購入は米 Rondo Music で、普通に日本宛にして注文した。支 払いはVISA 日本まではFedExで配達された。送料は小物を同時に購入した ので単品より若干高い$95.64 海外に発送する場合は$49.99のケースの購入を要求された。 購入したギター http //www.rondomusic.com/al2000spalted.html ケース http //www.rondomusic.com/egc-200lp.html 木目は写真のものが理想だったが、予想したとおり全然違う模 様のギターが届いた。 全然違うといっても許容範囲だったのでよしとする。 以下実物の写真 949 名前: 948 [sage] 投稿日: 2009/11/07(土) 06 36 04 ID Kb8KEKuE 箱の状態。おそらく配送中のものと思われる傷が。 中の袋もこの通り。ケース自体は無事だった。 ケースの中 本体写真 適当に撮りすぎたようでぼけてたりするけど、 希望があればとりなおします。 前述の通り始めてのギターなのでレビューは以上。 962 名前: 948 [sage] 投稿日: 2009/11/07(土) 13 22 48 ID 4fqw+tIO なんかいっぱいレスついてて嬉しい。サンクス 952 ギターは韓国製らしい。余計にちかいねw でも製造国で取り扱ってないことが多そうなイメージがあるな、こういう商品は。 流石に英語の方がわかるしw 955 注文自体はググれば海外の店から買う方法とかあるからそう難しくない 購入条件とかいろいろちゃんと読んどいた方がよさそうだけとね。いきなりケース買えとかメール来たりするしw ケース要求の話題もあるから実際のメールを引用 We require a case be purchased for items leaving the US. Fed Ex will not cover any damages unless shipped in a case and we want to ensure that you receive your item in perfect condition. これだとストラトでもなんでも該当しちゃうけど、さすがに要求される商品とそうでない商品があるだろうからよくわからん 415 名前: 228 [sage] 投稿日: 2009/11/27(金) 13 15 49 ID yjAAc4mu アジャイルキタ━━━━(゚∀゚)━━━━!! レポポ Agile AL-2000 3TS Spalted http //www.rondomusic.com/al20003tsspalted.html 材とかのスペックは http //www.rondomusic.com/alspec.html参照。 以下テンプレ使用 ペグ なかなか良い。使う分には問題ない。けど見た目が安っぽいので俺は変えます。 ナット グラファイト。精度幅は十分だがやや深い。 ネック 太さはURL参照、フレット処理は甘い。Katsumiさんの51じゃないが指から血が出たワロタ 指板 ローズウッド、URL参照 ネックジョイント セットネック、ズレなし。 ボディー マホ3P、URL参照 コントロール 500K、Aカーブ×4の標準 音 細いな…って思ったけど音がきれいに分離しない安ギター系の音だった。 なんでだろーなって思ったら10-46って細いな…と思って12-52張ったらおお、なかなか。 総評 改造素材として今のとこ俺イチオシ。PUと配線まわり変えるだけで化けるよ、これ。・・・あ、フレット処理もしないとね^^ コリアん馬鹿に出来ないっていう。あとロンドのメール担当は結構親切。 というか海外の無名コピーメーカーだと周りも真面目に観察してくるよね、それが面白いw
https://w.atwiki.jp/metalmetabo/pages/29.html
- visitors Genome-scale reconstruction of the metabolic network in Staphylococcus aureus N 315 an initial draft to the two-dimensional annotation biomedcentral.com [HTML]SA Becker, BØ Palsson - BMC microbiology, 2005 - biomedcentral.com http //scholar.google.com/scholar?q=related 829ZIciJNnkJ scholar.google.com/ hl=ja as_sdt=2000 ... J Biol Chem 2004, 279 39532-39540. PubMed Abstract | Publisher Full Text OpenURL. Papp B, Pal C, Hurst LD Metabolic network analysis of the causes and evolution of enzyme dispensability in yeast. Nature 2004, 429 661-664. ... Adaptive evolution of bacterial metabolic networks by horizontal gene transfer linkgroup.hu [PDF]C Pál, B Papp, MJ Lercher - Nature Genetics, 2005 - nature.com http //scholar.google.com/scholar?q=related j65eRY_pFyIJ scholar.google.com/ hl=ja as_sdt=2000 ... were present. Gene families with more than one member in E. coli K-12 were excluded from the analysis. Metabolic network analysis. We examined the reconstructed metabolic network (iJR904 GSM/GPR) of E. coli K-12. We ... Network analysis of metabolic enzyme evolution in Escherichia coli biomedcentral.com [HTML]S Light, P Kraulis - BMC bioinformatics, 2004 - biomedcentral.com http //scholar.google.com/scholar?q=related M0gfPqO-WsQJ scholar.google.com/ hl=ja as_sdt=2000 ... representation of metabolic pathways where the substrates and products are the vertices and the enzymes catalyzing the reactions are the edges (Figure 1). The type of network representation used in our study has been used before for metabolic network analysis where it has ... Metabolic network analysis on Phaffia rhodozyma yeast using 13C-labeled glucose and gas chromatography-mass spectrometry C Cannizzaro, B Christensen, J Nielsen, U … - Metabolic Engineering, 2004 - Elsevier http //scholar.google.com/scholar?q=related xVq5KkaMAd4J scholar.google.com/ hl=ja as_sdt=2000 Amino acid labeling patterns, as determined by GC–MS, were in accordance with a metabolic network consisting of the Embden–Meyerhof–Parnas pathway, the pentose phosphate pathway, and the TCA cycle. Glucose was mainly consumed along the pentose ... Metabolic network analysis integrated with transcript verification for sequenced genomes A Manichaikul, L Ghamsari, EFY Hom, C Lin, RR … - Nature methods, 2009 - nature.com http //scholar.google.com/scholar?q=related qlItzvkCLowJ scholar.google.com/ hl=ja as_sdt=2000 Present availability of genome sequences for diverse microorganisms brings opportunities for metabolic engineering through systems-level characterization of these organisms metabolic networks 1 . Such efforts require both functional and structural annotation of metabolic ... High-throughput metabolic flux analysis based on gas chromatography-mass spectrometry derived 13C constraints E Fischer, N Zamboni, U Sauer - Analytical biochemistry, 2004 - Elsevier http //scholar.google.com/scholar?q=related AGqwTbFzQbYJ scholar.google.com/ hl=ja as_sdt=2000 Influence of metabolic network structure and function on enzyme evolution biomedcentral.com [HTML]D Vitkup, P Kharchenko, A Wagner - Genome biology, 2006 - biomedcentral.com http //scholar.google.com/scholar?q=related tyk--z8xdr0J scholar.google.com/ hl=ja as_sdt=2000 ... Cold Spring Harbor Press, NY; 1982. OpenURL. Papp B, Pal C, Hurst LD Metabolic network analysis of the causes and evolution of the enzyme dispensability in yeast. Nature 2004,429 661-664. PubMed Abstract | Publisher Full Text OpenURL. ... Metabolomics-and proteomics-assisted genome annotation and analysis of the draft metabolic network of Chlamydomonas reinhardtii genetics.org [HTML]P May, S Wienkoop, S Kempa, B Usadel, N … - Genetics, 2008 - Genetics Soc America http //scholar.google.com/scholar?q=related lrqK6GwpxFIJ scholar.google.com/ hl=ja as_sdt=2000 ... Furthermore, the results will contribute to an improvement of metabolic databases. Presently, our methods are limited to one selected large-scale metabolic network analysis technique, the method of network expansion. Further ... Metabolic network analysis during fed-batch cultivation of Corynebacterium glutamicum for pantothenic acid production first quantitative data and analysis of by- … C Chassagnole, A Diano, F Létisse, ND Lindley - Journal of biotechnology, 2003 - Elsevier http //scholar.google.com/scholar?q=related CJC7H27nMvMJ scholar.google.com/ hl=ja as_sdt=2000 A first generation genetically modified strain of Corynebacterium glutamicum has been assessed for its potential to synthesise and accumulate the vitamin pantothenic acid in the medium using fed-batch cultivation technology, with biomass concentration controlled by isoleucine ... Metabolic modeling of microbial strains in silico ru.nl [PDF]MW Covert, CH Schilling, I Famili, JS Edwards, … - Trends in Biochemical …, 2001 - Elsevier http //scholar.google.com/scholar?q=related pjh6sWp3MRMJ scholar.google.com/ hl=ja as_sdt=2000 ... labeling experiments. Adv. Biochem. Eng. Biotechnol. 54, pp. 109–154. Christensen, B. and Nielsen, J., Metabolic network analysis. A powerful tool in metabolic engineering. Adv. Biochem. Eng. Biotechnol. 66, pp. 209–231. The ...
https://w.atwiki.jp/ageofconan/pages/37.html
Conqueror FAQ/Feats/Builds Update (5/26) Added whirlwind and against the odds to the feat area also some new defiance info (the feat). http //forums.ageofconan.com/showthread.php?t=26666 Charge Tips ChargeはRank1しかないことは気づいているな?、そしてやまほどの楽しいBugが満載ってことにもな Charge中、武器が降り終わるまではAbirityは使えないぜ Chargeは近寄るだけでRootもSnareもStunもないぜ、でもInCombatでも使えるぜ burst of aggression、cunning deflection、crushing onslaughtとかが、相手をとめておきたいときに便利だぜ、止まるかは知らないけど Armor Lv10でMedium、Lv30でPlateだぜ、堅いぜ Conqueror Abilities FAQ Furious Inspirationって何なんだぜ? Furious inspirationってのはGrpProcだぜ 基本的に、おまえがGrp入って仲間がだれかからアタックされたらFurious Inspirationがトリガー形式でアクティブになるんだぜ このBuffは10回までStackするんだぜ、Refreshも可能なんだぜ、硬化時間は15秒なんだぜ Furious Inspirationの仕事は何なんだぜ? 各スタック毎に2%のダメージ上昇、4スタックで20ポイントのGrpHealをProcするようになるんだぜ 目玉は10スタックで、GrpにInstantRezが発動するぜ(Procか?)。10スタック以降は、GrpHealとResがProcするぜ(訳していてConqを作ろうと決意した) Aura Conquerorsはdefensive、offensiveオーラを持っているんだぜ、同時にUpできるのはそれぞれ1種類ずつなんだぜ。持続は4時間、死ぬまで有効なんだぜ OFFENSIVE Incite the Ranks DPSBuff、Grpの武器へ効果があるんだぜ。 Adds DPS to the groups weapons, it does not add to your top end by the listed amount, it adds to your DPS, at rank 2 it can add 10 top end to your weapon. FireWeave おまえの武器にFireFamageのProcをつけるんだぜ、ついでにそれがHitすると相手のもらうFireDamageが上昇するんだぜ(?)、FrenzyStanceの影響を受けるんだぜ Adds a Fire damage Proc to your weapon, when it hits it increases fire damage taken by the listed amount, this buff is affected by frenzy stance. (a very good skill, and becomes amazing with feats) Hoarfrost ColdDamageのProcをおまえの武器へつけるんだぜ、Procすると相手のDPSを短い時間さげるんだぜ Adds a Cold damage proc to your weapon, when it procs it also decreases the targets DPS for a short time. (Obtained at 50, i ve only tested it a few times but on average the damage was around 10-11 couldn t find the listed amount of DPS is decreased) DEFENSIVE Inspire the rank Grp、STA Regeneなんだぜ、TickPer3Secで、Rank1で42、Rank2で60回復させるんだぜ obtained at level 45, our group stam regen, ticks every 3 seconds. rank 1 is 42 and currently rank 2 is 60 stam every 3 seconds. (stacks with warlord) Marshal the ranks GrpのMissChanceを減らすんだぜ、Rank4で4%なんだぜ Group -% miss chance and increases with each rank. -4% miss chance at rank 4 Shield of retribution ダメージ反射なんだぜ、Rank3で11だ Reflects damage, rank 3 reflects 11 damage.. Vitalize the ranks ManaRegeneなんだぜ、TickPer3sec、64Mana Obtained at level 60, restores 64 mana every 3 seconds at rank 1. Orders and Commands Lv10と15でOrderをゲットだぜ you get 3 of them 注意:Orderによる変化する数字は、Lvによって強化されない、ずっと同じ数字だぜ Orders Battle Orders 20秒間20%ダメージ上昇だぜ Resolute Orders 1回武器ふるごとに10ヘルスと4STA回復だぜ Skirmish Orders 2%Threat減少だぜ Commands Conqから後ろの人が対象 Steadfast Command 9STA回復 Per2sec、30秒間続くぜ。対象はおまえの背後にいる全員だぜ。1Lvにつき回復するSTAが1あがるぜ restores 9 stam every 2 seconds for 30 seconds to everyone behind you, seems to give 1 extra stamina each level. Barrage Command RangedとSpellに追加ダメージを与えるぜ、対象はお前の背後にいる全員だぜ。Lv60で12Ranged、53SpellDMGだぜ、Lvによって上昇するぜ adds ranged and spells damage to everyone behind you, 53 spelldamage and 12 ranged damage at level 60, scales with level. Cover Command RangedとMagicalAttackは回復するチャンスを得るぜ、対象はおまえの背後にいる全員だぜ、そしてやつらが攻撃したときだぜ。Healは30くらいだぜ、Lvによって上昇するぜ Ranged and magical attacks have a chance to heal everyone behind you when attacked. Heals for about 30 and scales with level. Formations:Conqの前にいる人が対象 Formation of steel Conqの前にいる全員は、DamageAbsorptionを得るぜ Everyone in front of the conqueror gains a damage absorption, First rank at lvl 60 is 10 damage absorbed seems to scale 1 point a level. Formation of Resolve Conqの前にいる全員は、攻撃したとき少量のHealthとSTAを得るぜ Everyone in front of the conqueror will gain a small amount of health and stam when attacked. Looks like it heals 15-20 stam and health a hit, scales about a 1 point with each level past 60. Formation of retribution Conqの前にいる全員は、RetributionDamageを彼らの攻撃に追加するチャンスを得るぜ Everyone in front of the conqueror has a chance to deal retribution damage on their attack. Damage dealt was 10 at lvl 60, adds 1 point per level after it so far. FEATS I m going to add common builds and general Feat questions to this section, not what every single feat does but if theres one you want i will add it. Going to keep it small for now Carnage Defiance When furious inspiration is up you can use this as a small heal, with improved it also does a 2 tick stam and mana heal. At 75 it heals for 200 BUT it does 2 ticks of 312 stam and 312 mana, which is very nice for a minute cooldown. Warlord group stam and mana regen every 6 seconds, scales with level. Blade Weave for every FI stack on you, you will gain 7% offhand chance when used. so fully stacked(10 stacks) it gives 70% chance to hit with offhand and consumes the FI buff blade weave will show up as a debuff by your stance so once it is used FI can instantly be reapplied. 30 second cooldown. Reaping Blade for 5 seconds you have a 100% chance to hit with your offhand, 45 second cooldown. Combo WhirlWind 4 step combo, VERY high damage(had 2 of the 4 final hits crit for 1,400 with imp hulk/heroic call up). 2 minute cooldown. Brute NOTE* after testing, both Lumbering Hulk (improved) and Heroic call (improved) Scale with level making them very nice abilities. Throat Slash(DW/2H) 2 second cast time, duration 1 second to everyone infront of you. Burst of aggression (DW/2H) next attack will knock down the opponent, 1 minute cooldown (no cooldown if you don t use it) Crushing onslaugh(DW/2H) next attack will snare the target by 95% for 6 seconds, 1 minutecooldown (no cooldown if you don t use it) Angel Of Fury might be bugged, group or not i cannot seem to proc any FI myself (IT procs, very low chance). Blessed Conquest 6 seconds of invulnerability (nothing hurts you) 10 seconds of -5% magic invul once it wears off. 2 minute cooldown. Against the odds Last 15 seconds, adds 1% of invulnerability for each person near you(max 10 so 10%). Cooldown 30 seconds. Soldier Volcanic Rage 20% damange increase for 30 second on a 2 minute cooldown. Common Builds*** (note i currently avoid most bottom tier abilities because they re either not that great or have a really long reuse time where something just as useful can be gotten instead) Group 2h PVP http //hybes.de/featPlaner.php?class...011-23,4013-21 you can sub out hulk if you want, it s optional Solo 2h PVP http //hybes.de/featPlaner.php?class...011-23,4013-21 DW Group PVP http //hybes.de/featPlaner.php?class...011-23,4013-21 or http //hybes.de/featPlaner.php?class...000-25,4010-25 DW PVE DPS http //hybes.de/featPlaner.php?class...010-25,4012-23 Leveling Tips*** For leveling i d recommend spending points in the soldier tree, being able to kill in frenzy stance and using cunning deflection is a great help. As for Brute and Carnage either are good to level up, on a pvp server Brute would help alot with the snare and knock down i know some people want to get those before going soldier. Skills For leveling solo or group i d recommend bandaging with fast healing and recovery with fast recovery. They both take effect during rest and if kept at least 1/2 of the max amount of skill they can restore 20-25% of your health and stam bar per tick. Also putting points into climb when necessary isn t a bad idea either. at 80 i would max endurance, hide, climb. ALso as a tank maxing taunt is very helpful. Some tips for skills hold Ctrl and clicking the + will add all available points into that skill. holding alt and clicking + will respec that skill line, cost 1c, 1s or 50s which is a bug i think