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https://w.atwiki.jp/spamwillcom/pages/16.html
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charset="SHIFT_JIS" Content-Transfer-Encoding 7bit Message-Id 20091220103342.JCEW31678.hlegxh03.pdx.ne.jp@115.108.192.138.static-Ahmedabad.vsnl.net.in Received from mc-rmt07-g.dav.pdx.ne.jp (unknown [10.214.2.39]) by mc-imt22-g.dav.pdx.ne.jp (Postfix) with ESMTP id 769AAFF8E6 for ****@willcom.com ; Thu, 17 Dec 2009 19 57 16 +0900 (JST) Received from unknown (unknown [10.214.2.136]) by mc-rmt07-g.dav.pdx.ne.jp (Postfix) with SMTP id 183A233F79 for ****@willcom.com ; Thu, 17 Dec 2009 19 57 15 +0900 (JST) Received from [110.44.137.141] by hlegxh05.pdx.ne.jp with SMTP id 20091217105716.OTVN16965.hlegxh05.pdx.ne.jp@[110.44.137.141] for ****@willcom.com ; Thu, 17 Dec 2009 19 57 16 +0900 FROM tlchvvroeaqkqtpp@yahoo.co.jp Subject =?ISO-2022-JP?B?GyRCJWIlUCUxITwbKEJOZXdzIFZvbC4xOTA=?= Message-Id 20091217105716.OTVN16965.hlegxh05.pdx.ne.jp@[110.44.137.141] Date Thu, 17 Dec 2009 19 57 16 +0900 To undisclosed-recipients MIME-Version 1.0 Content-Type text/plain; charset="ISO-2022-JP" Content-Transfer-Encoding 7bit Received from mc-rmt07-g.dav.pdx.ne.jp (unknown [10.214.2.39]) by mc-imt21-g.dav.pdx.ne.jp (Postfix) with ESMTP id C7C4426EC82; 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Fri, 18 Dec 2009 01 54 50 +0900 (JST) Received from 118-175-2-50.totisp.net ([118.175.2.50]) by hlegxh06.pdx.ne.jp with SMTP id 20091217165458.CQPZ25674.hlegxh06.pdx.ne.jp@118-175-2-50.totisp.net ; Fri, 18 Dec 2009 01 54 58 +0900 Received from 65.141.184.136 by 118.175.2.50; Thu, 17 Dec 2009 11 45 46 -0500 From "vucdo@yahoo.co.jp" nfuqczysa@yahoo.co.jp To ****####@willcom.com Subject =?ISO-2022-JP?B?GyRCJWIlUCUxITwbKEJOZXdzIFZvbC4xOTA=?= Date Thu, 17 Dec 2009 09 47 46 -0700 X-Mailer Yam Mailer v1.0 MIME-Version 1.0 Content-Type text/plain; charset="SHIFT_JIS" Content-Transfer-Encoding 7bit Message-Id 20091217165458.CQPZ25674.hlegxh06.pdx.ne.jp@118-175-2-50.totisp.net Received from mc-rmt03-g.dav.pdx.ne.jp (unknown [10.214.2.35]) by mc-imt21-g.dav.pdx.ne.jp (Postfix) with ESMTP id AE7E326EC82; Mon, 21 Dec 2009 13 05 36 +0900 (JST) Received from 124.211.47.3 (unknown [10.214.2.132]) by mc-rmt03-g.dav.pdx.ne.jp (Postfix) with SMTP id A463A226FCF; Mon, 21 Dec 2009 13 05 24 +0900 (JST) Received from [124.211.47.3] (really [84.36.154.235]) by hlegxh01.pdx.ne.jp with SMTP id 20091221040535.TQUG19679.hlegxh01.pdx.ne.jp@[124.211.47.3] ; 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Thu, 17 Dec 2009 05 00 30 -0700 From "pjtivxcckoe@yahoo.co.jp" pvxsg@yahoo.co.jp To ****####@willcom.com Subject =?ISO-2022-JP?B?GyRCRnw1ayMxS3wxXzBKPmUyVCQyJGskIiReIUEkJCQqO0U7diRHJDkbKEI=?= Date Thu, 17 Dec 2009 17 05 30 +0500 X-Mailer Microsoft Outlook IMO, Build 9.0.2416 (9.0.2910.0) MIME-Version 1.0 Content-Type text/plain; charset="SHIFT_JIS" Content-Transfer-Encoding 7bit Message-Id 20091217120632.QWUI9080.hlegxh04.pdx.ne.jp@h94-75-12-185.dyn.bashtel.ru Received from mc-rmt06-g.dav.pdx.ne.jp (unknown [10.214.2.38]) by mc-imt21-g.dav.pdx.ne.jp (Postfix) with ESMTP id 524E126EC82; Sun, 20 Dec 2009 12 31 23 +0900 (JST) Received from web002.srv.intermediatech.net (unknown [10.214.2.136]) by mc-rmt06-g.dav.pdx.ne.jp (Postfix) with SMTP id 5CD2E33674A; Sun, 20 Dec 2009 12 31 18 +0900 (JST) Received from web002.srv.intermediatech.net ([66.33.17.73]) by hlegxh05.pdx.ne.jp with SMTP id 20091220033122.YLND16965.hlegxh05.pdx.ne.jp@web002.srv.intermediatech.net ; Sun, 20 Dec 2009 12 31 22 +0900 Received from 183.16.208.160 by 66.33.30.168; Sun, 20 Dec 2009 02 26 23 -0100 From "info-TOWN" evenEmersonwqrnjw@docomo.ne.jp To *******@willcom.com Subject =?ISO-2022-JP?B?GyRCJCokYSRHJEgkJjhmOkIkJCReJDkhehsoQg==?= Date Sun, 20 Dec 2009 01 23 23 -0200 X-Mailer The Bat! 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Fri, 18 Dec 2009 09 42 27 +0900 (JST) Received from 187.5.20-236.ctaje701.e.brasiltelecom.net.br (unknown [10.214.2.137]) by mc-rmt06-g.dav.pdx.ne.jp (Postfix) with SMTP id CA77B33674B; Fri, 18 Dec 2009 09 42 16 +0900 (JST) Received from 187.5.20-236.ctaje701.e.brasiltelecom.net.br ([187.5.20.236]) by hlegxh06.pdx.ne.jp with SMTP id 20091218004226.JWGC25674.hlegxh06.pdx.ne.jp@187.5.20-236.ctaje701.e.brasiltelecom.net.br ; Fri, 18 Dec 2009 09 42 26 +0900 Received from 149.60.48.88 by 187.5.20.236; Thu, 17 Dec 2009 21 40 52 -0300 From "foiefv@yahoo.co.jp" xisburnopybbu@yahoo.co.jp To ***-@willcom.com Subject =?ISO-2022-JP?B?GyRCIUgbKEJTRVgbJEI5VDBZQTBEcyFJJE49UDJxJCQ+bBsoQg==?= Date Fri, 18 Dec 2009 02 33 52 +0200 X-Mailer eGroups Message Poster MIME-Version 1.0 Content-Type text/plain; charset="SHIFT_JIS" Content-Transfer-Encoding 7bit Message-Id 20091218004226.JWGC25674.hlegxh06.pdx.ne.jp@187.5.20-236.ctaje701.e.brasiltelecom.net.br Received from mc-rmt06-g.dav.pdx.ne.jp (unknown [10.214.2.38]) by mc-imt22-g.dav.pdx.ne.jp (Postfix) with ESMTP id 2D112FF802; Thu, 17 Dec 2009 20 21 31 +0900 (JST) Received from 124.211.47.3 (unknown [10.214.2.137]) by mc-rmt06-g.dav.pdx.ne.jp (Postfix) with SMTP id 4371B336749; Thu, 17 Dec 2009 20 21 09 +0900 (JST) Received from [124.211.47.3] (really [117.241.241.249]) by hlegxh06.pdx.ne.jp with SMTP id 20091217112128.QIIE25674.hlegxh06.pdx.ne.jp@[124.211.47.3] ; Thu, 17 Dec 2009 20 21 28 +0900 Received from 231.4.30.240 by 117.241.241.249; Thu, 17 Dec 2009 08 21 08 -0300 From "tltajyccwxjyp@yahoo.co.jp" npaxpljztuiwo@yahoo.co.jp To *********@willcom.com Subject =?ISO-2022-JP?B?GyRCIVobKEJtaXhsGyRCIVswfE1wNGpLPhsoQg==?= Date Thu, 17 Dec 2009 04 16 08 -0700 X-Mailer The Bat! (v1.52f) Business MIME-Version 1.0 Content-Type text/plain; charset="SHIFT_JIS" Content-Transfer-Encoding 7bit Message-Id 20091217112128.QIIE25674.hlegxh06.pdx.ne.jp@[124.211.47.3] Received from mc-rmt02-g.dav.pdx.ne.jp (unknown [10.214.2.34]) by mc-imt22-g.dav.pdx.ne.jp (Postfix) with ESMTP id 4FC54FF802; Sun, 20 Dec 2009 13 12 44 +0900 (JST) Received from 77-223-130-85.netdirekt.com.tr (unknown [10.214.2.136]) by mc-rmt02-g.dav.pdx.ne.jp (Postfix) with SMTP id C397337256A; Sun, 20 Dec 2009 13 12 38 +0900 (JST) Received from 77-223-130-85.netdirekt.com.tr ([77.223.130.84]) by hlegxh05.pdx.ne.jp with SMTP id 20091220041243.ZPYN16965.hlegxh05.pdx.ne.jp@77-223-130-85.netdirekt.com.tr ; Sun, 20 Dec 2009 13 12 43 +0900 Received from 159.27.38.210 by 77.223.130.85; Sun, 20 Dec 2009 01 11 34 -0300 From "TOWN-guide" makingwalqfhjsArcher@docomo.ne.jp To ********@willcom.com Subject =?ISO-2022-JP?B?GyRCIVo9RU1XSnM5cCFbJCokYSRHJEgkJjhmOkIkJCReJDkhehsoQg==?= Date Sun, 20 Dec 2009 01 09 34 -0300 X-Mailer Microsoft Outlook IMO, Build 9.0.2416 (9.0.2910.0) MIME-Version 1.0 Content-Type text/plain; charset="SHIFT_JIS" Content-Transfer-Encoding 7bit Message-Id 20091220041243.ZPYN16965.hlegxh05.pdx.ne.jp@77-223-130-85.netdirekt.com.tr Received from mc-rmt03-g.dav.pdx.ne.jp (unknown [10.214.2.35]) by mc-imt21-g.dav.pdx.ne.jp (Postfix) with ESMTP id 2630726EC82; Sun, 20 Dec 2009 16 21 55 +0900 (JST) Received from 124.211.47.3 (unknown [10.214.2.136]) by mc-rmt03-g.dav.pdx.ne.jp (Postfix) with SMTP id E88D9226EC2; Sun, 20 Dec 2009 16 21 46 +0900 (JST) Received from [124.211.47.3] (really [119.51.93.162]) by hlegxh05.pdx.ne.jp with SMTP id 20091220072154.ENVY16965.hlegxh05.pdx.ne.jp@[124.211.47.3] ; Sun, 20 Dec 2009 16 21 54 +0900 Received from 68.28.78.184 by 119.51.93.162; Sun, 20 Dec 2009 02 13 43 -0500 From "Maryellen " handheldRoseann@ezweb.ne.jp To *********@willcom.com Subject =?ISO-2022-JP?B?GyRCJWElQyU7ITwlOCRyJCpNQiQrJGokNyRGJCQkXiQ5GyhC?= Date Sun, 20 Dec 2009 10 16 43 +0300 X-Mailer Microsoft Outlook Express 5.00.2919.6700 MIME-Version 1.0 Content-Type text/plain; charset="SHIFT_JIS" Content-Transfer-Encoding 7bit Message-Id 20091220072154.ENVY16965.hlegxh05.pdx.ne.jp@[124.211.47.3] Received from mc-rmt03-g.dav.pdx.ne.jp (unknown [10.214.2.35]) by mc-imt22-g.dav.pdx.ne.jp (Postfix) with ESMTP id CB615FF8EB; Sat, 19 Dec 2009 21 50 15 +0900 (JST) Received from 2k3s-147-229 (unknown [10.214.2.137]) by mc-rmt03-g.dav.pdx.ne.jp (Postfix) with SMTP id C1FA1226FCF; Sat, 19 Dec 2009 21 50 10 +0900 (JST) Received from 2k3s-147-229 ([222.255.27.186]) by hlegxh06.pdx.ne.jp with SMTP id 20091219125015.GOBZ25674.hlegxh06.pdx.ne.jp@2k3s-147-229 ; Sat, 19 Dec 2009 21 50 15 +0900 Received from 249.168.224.48 by 222.255.27.186; Sat, 19 Dec 2009 16 41 09 +0400 From "info-TOWN" handlingKelleyxyzpicqgukr@softbank.ne.jp To ****@willcom.com Cc ******-******@willcom.com, ********@willcom.com, ******@willcom.com, ******-*****@willcom.com, **********@willcom.com, **###@willcom.com, ******@willcom.com, **_**_****@willcom.com, *******@willcom.com, *****_####@willcom.com, **-***@willcom.com, **-_-**@willcom.com, *******@willcom.com Subject =?ISO-2022-JP?B?GyRCIVo9RU1XIVtMJDhyNDklXSUkJXMlSCQsO0QkQyRGJCokaiReJDkbKEI=?= Date Sat, 19 Dec 2009 18 48 09 +0600 X-Mailer Yam Mailer v1.0 MIME-Version 1.0 Content-Type text/plain; charset="SHIFT_JIS" Content-Transfer-Encoding 7bit Message-Id 20091219125015.GOBZ25674.hlegxh06.pdx.ne.jp@2k3s-147-229 下記の解析ツールを利用すると、怪しいと思われるIPアドレスが特定できます。 メールヘッダ解析 hdpar http //nayuki.homeunix.com/~stakasa/cgi-bin/hdpar.htm
https://w.atwiki.jp/bitmessage/pages/26.html
仮にも暗号学を専攻しているためできるだけ正確に考察しますが、過信しないでください。 TorChatとBitmessangerの匿名性比較 2chのスレッドでBitmessageとTorChatとはどう違うの?という質問が投げかけられていました。 確かに機能面セキュリティ面はどちらも大差がないのですが、Bitmessageはmix-networkという特性から理論上送受信者の特定ができないのにもかかわらず、Torはあくまで複数のノードを頻繁に切り替えることで匿名化を図っています。その部分をTor Curcuitと呼ぶのですが、これを利用してTorユーザーを88%の確率で特定できるという攻撃方法をMITとカタールコンピュータサイエンスが発表したことから、Bitmessageのほうがより送受信者の特定が困難であると私は考察しています。 その論文はまだ熟読していないのですが、論文にある攻撃方法を用いることでどのTorユーザーがどのHiddenServiceにアクセスしたかまで暗号化を解くことなく特定できるというものらしいです。詳しくは英語が読める方であれば下記リンクをご覧くださるといいでしょう。残念ながら翻訳版をリリースするような時間は私にはありません。 How Spies Could Unmask Tor Users without Cracking Encryption 【PDF】Circuit Fingerprinting Attacks Passive Deanonymization of Tor Hidden Services※学術論文 また、Bitmessageプロトコルは無信用性でありながらも送信者は期待した受信者にしか読めないようにメッセージが暗号化されていて、中間者攻撃もできないと開発者Jonathanは言及していて、私も無理であろうと捉えています。しかしTorは暗号化の鍵を経由するノードに依存してしまうため、悪意をもったノードが増加することで中間者攻撃の成功確率が高くなります。現にTorトラフィックの盗聴を試みようとする悪意あるサーバーが60程度見つけられたとTor Projectのフォーラムで開発陣が記述しています。Torは中間者攻撃もやろうと思えば可能ですし、種々の攻撃方法が存在しています。それに比べればBitmessageのほうがよりセキュアであると私は考えています。極端な話ですが、Torネットワークで送信者ボブと受信者アリスの間にはさむノードが全て悪意あるノードであればTorの安全性が破綻することはもはや自明です。しかしBitmessageはそのような状況だとしても中間者攻撃は成功しません。 [20151114追記] TorCircuitを利用してユーザーを特定する問題は既に解決されています。 TorChatとGPGを組み合わせて使うと? TorChatはTorプロトコルを用いているため、安全性はそれに依存します。上記に述べたようにTorネットワークはHiddenServiceであれば信用できる認証局が発行した証明書を用いてHTTPSで、メッセージのやりとりであればGPGで終端間暗号化を図らなければ暗号学上安全にはなりません。しかしGPGを使うと送信者と受信者の情報が明確に現れてしまうため、通信が盗聴されて内容がわからないけれども、誰が誰に宛てたメッセージなのかが第三者にもわかってしまいます。Bitmessageはmix-networkを使うことで誰が誰に宛てたのかを正規の受信者以外(その受信者さえも復号に成功するまでは)が知ることはできません。要するに、第三者はあるメッセージを見ても、そのメッセージが誰から送信されて誰に宛てたものであるかを暗号学的に識別できないのです。 結論から言いますと、TorChatとGPGを組み合わせて使う方式よりもやはりBitmessageを使う方がより匿名性と安全性が高いといえます。 ノード観測による使用発覚の危険性 Bitmessageはあらゆるノードと接続をして、Bitmessageネットワーク全体のデータを処理しようとします。その時にお互い接続し合っているノードをパケットを監視するソフトを使って容易に観測できます。ですからBitmessageの使用をよく思わない政府がいたとすれば、わざと観測目的でBitmessageクライアントを動かす可能性は十分に考えられます。もし自国の政府が言論の自由を奪う傾向にあり、その政府がBitmessageを使っている自国民を見つけたとしたらすぐさまそのユーザーを疑い、刑罰に問うかもしれません。Bitmessageは確かにノードを観測しただけではそのノードが何て書かれているメッセージを送ったのかあるいは受け取ったのかはわかりませんが、接続元を知られてしまうという別の安全性の問題があります。 しかし幸いなことにBitmessageはTorを通して使用することができます。もしもあなたの国が言論を抑圧しているならば、Torを使用して直接Bitmessageネットワーク内のノードと接続しないことでこの観測を免れることができます。さらに、Torの設定ファイルを編集してあえて接続しない国、接続を望む国を指定することで誤ってTorネットワーク内の自国のノードと接続しないようにすることができます。もし可能ならば念入りに、PeerBlock等で自国のIPアドレスとの接続を拒絶するようにしておくとなお安全でしょう。 Forward Secrecy(FS)を満たさない問題 BitMessageはとても画期的なプロトコルであり、PGP/GPGを使ったメールのように複雑な鍵管理や別途ソフトウェアを用意する必要がありません。また、否認可能性をあえて利用したChanによるメッセージング、誰が誰に宛てたメールなのかを知ることができるのは期待した受信者だけであることからメタデータをも秘匿できる点はGPG/PGPにはない素晴らしい機能です。しかし、BitMessageは通常のGPG/PGPを使った終端間暗号化をしたメールのようにFSに対応していません。このため、万が一あるBitMessageアドレスの所有者だけが持つ秘密鍵が漏えいした場合、過去のメッセージは理論上全て解読されてしまうことになります。 しかしその可能性はあまり心配するものではありません。大半のメッセージは2日間でネットワークから消去されてしまうことになりますし、刻一刻と流れてくる全てのメッセージを解読を試みようとする攻撃者は記録し続けなければならず、秘密鍵の漏えいの機会を待たなければならないからです。こうなると、攻撃者にとって盗聴するために必要なコストは莫大なものになってしまいます。
https://w.atwiki.jp/abwiki/pages/631.html
GetMessageとはWindowsが提供する関数。 メッセージループの主役。 よく似た関数にPeekMessageというのがあるが、違いは メッセージが来るまで待機するか、しないか、である。 ゲームなど、脊髄反射レスが求められるアプリの場合、 GetMessageは応答がのんびりしているため、タイムラグが気になるよ そんなときはPeekMessageを使うと良い。
https://w.atwiki.jp/space_escalator/pages/75.html
まずはworkの部分 int gr_mpsk_receiver_cc general_work (int noutput_items, gr_vector_int ninput_items, gr_vector_const_void_star input_items, gr_vector_void_star output_items) { const gr_complex *in = (const gr_complex *) input_items[0]; gr_complex *out = (gr_complex *) output_items[0]; int i=0, o=0; while((o noutput_items) (i ninput_items[0])) { while((d_mu 1) (i ninput_items[0])) { mm_sampler(in[i]); // puts symbols into a buffer and adjusts d_mu i++; } if(i ninput_items[0]) { gr_complex interp_sample = d_interp- interpolate( d_dl[d_dl_idx], d_mu); mm_error_tracking(interp_sample); // corrects M M sample time phase_error_tracking(interp_sample); // corrects phase and frequency offsets out[o++] = interp_sample; } } #if 0 printf("ninput_items %d noutput_items %d consuming %d returning %d\n", ninput_items[0], noutput_items, i, o); #endif consume_each(i); return o; } //コンストラクタ /*! * \brief Constructor to synchronize incoming M-PSK symbols * * \param M modulation order of the M-PSK modulation * \param thetaany constant phase rotation from the real axis of the constellation * \param alphagain parameter to adjust the phase in the Costas loop (~0.01) * \param beta gain parameter to adjust the frequency in the Costas loop (~alpha^2/4) * \param fmin minimum normalized frequency value the loop can achieve * \param fmax maximum normalized frequency value the loop can achieve * \param mu initial parameter for the interpolator [0,1] * \param gain_mu gain parameter of the M M error signal to adjust mu (~0.05) * \param omega initial value for the number of symbols between samples (~number of samples/symbol) * \param gain_omega gain parameter to adjust omega based on the error (~omega^2/4) * \param omega_rel sets the maximum (omega*(1+omega_rel)) and minimum (omega*(1+omega_rel)) omega (~0.005) * * The constructor also chooses which phase detector and decision maker to use in the work loop based on the * value of M. */ gr_mpsk_receiver_cc gr_mpsk_receiver_cc (unsigned int M, float theta, float alpha, float beta, float fmin, float fmax, float mu, float gain_mu, float omega, float gain_omega, float omega_rel) gr_block ("mpsk_receiver_cc", gr_make_io_signature (1, 1, sizeof (gr_complex)), gr_make_io_signature (1, 1, sizeof (gr_complex))), d_M(M), d_theta(theta), d_alpha(alpha), d_beta(beta), d_freq(0), d_max_freq(fmax), d_min_freq(fmin), d_phase(0), d_current_const_point(0), d_mu(mu), d_gain_mu(gain_mu), d_gain_omega(gain_omega), d_omega_rel(omega_rel), d_max_omega(0), d_min_omega(0), d_p_2T(0), d_p_1T(0), d_p_0T(0), d_c_2T(0), d_c_1T(0), d_c_0T(0) { //補間サンプルを計算 d_interp = new gri_mmse_fir_interpolator_cc();//Compute intermediate samples between signal samples x(k*Ts) d_dl_idx = 0; //omega(interpolation.クロックレート.サンプル間にいくつのシンボルが入っているかを示す.最大値はsamples/symbol)をセットする. set_omega(omega); // \param omega\ initial value for the number of symbols between samples (~number of samples/symbol) if (omega = 0.0) //omegaは0より大きくないとだめ throw std out_of_range ("clock rate must be 0"); if (gain_mu 0 || gain_omega 0) throw std out_of_range ("Gains must be non-negative"); assert(d_interp- ntaps() = DLLEN); //DLLEN(=8)はdelay line lengthらしい。。 // zero double length delay line. for (unsigned int i = 0; i 2 * DLLEN; i++) d_dl[i] = gr_complex(0.0,0.0); //d_dlはDDLENの二倍確保 // build the constellation vector from M make_constellation(); // Select a phase detector and a decision maker for the modulation order switch(d_M) { case 2 // optimized algorithms for BPSK /*! * \brief Phase error detector for BPSK modulation. * \param sample the I Q sample from which to determine the phase error * This function determines the phase error using a simple BPSK phase error detector by multiplying the real * and imaginary (the error signal) components together. As the imaginary part goes to 0, so does this error. * \returns the approximated phase error. */ //float phase_error_detector_bpsk(gr_complex sample) const;位相誤り検波 d_phase_error_detector = gr_mpsk_receiver_cc phase_error_detector_bpsk; d_decision = gr_mpsk_receiver_cc decision_bpsk; //bpsk用のスライサー(0以上or0以下).エラーを最小化するコンスタレーションを返す。 break; case 4 // optimized algorithms for QPSK d_phase_error_detector = gr_mpsk_receiver_cc phase_error_detector_qpsk; //qpsk; d_decision = gr_mpsk_receiver_cc decision_qpsk; break; default // generic algorithms for any M (power of 2?) but not pretty d_phase_error_detector = gr_mpsk_receiver_cc phase_error_detector_generic; d_decision = gr_mpsk_receiver_cc decision_generic; break; } } //シンボル一つずつをバッファーに入れてd_muを調節する。muは少数部分遅延 void gr_mpsk_receiver_cc mm_sampler(const gr_complex symbol) { gr_complex sample, nco; d_mu--; // skip a number of symbols between sampling d_phase += d_freq; // increment the phase based on the frequency of the rotation // Keep phase clamped and not walk to infinity while(d_phase M_TWOPI) d_phase -= M_TWOPI; while(d_phase -M_TWOPI) d_phase += M_TWOPI; nco = gr_expj(d_phase+d_theta); // get the NCO value for derotating the current sample sample = nco*symbol; // get the downconverted symbol // Fill up the delay line for the interpolator //バッファにダウンコーバートしたシンボルを入れる d_dl[d_dl_idx] = sample; //オーバーフロウのためバッファの後半部にこいつを入れる。 d_dl[(d_dl_idx + DLLEN)] = sample; // put this in the second half of the buffer for overflows //境界で遅延ラインインデックスをキープする d_dl_idx = (d_dl_idx+1) % DLLEN; // Keep the delay line index in bounds }
https://w.atwiki.jp/wafuwafu/pages/13.html
改善策、ご意見等お願いします。 テスト -- (名無しさん) 2005-10-14 21 25 08 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/ookowaikowai/pages/37.html
using System; using System.Collections.Generic; using System.Linq; using System.Text; using DxLibDLL; using System.Net; namespace DesignProject { partial class Scene { public void CreateConnect() { this.sceneMenu.Add(new MenuManager(this)); this.sceneMenu[this.sceneMenu.Count - 1].menu.Add( new Menu( this.sceneMenu[this.sceneMenu.Count - 1], (Menu menu) = { if (menu.system.key.PushMoment(DX.KEY_INPUT_UP)) { menu.cursorY -= 1; if (menu.cursorY 0) { menu.cursorY = 0; } } if (menu.system.key.PushMoment(DX.KEY_INPUT_DOWN)) { menu.cursorY += 1; if (menu.cursorY = 3) { menu.cursorY = 2; } } if (menu.system.key.PushMoment(DX.KEY_INPUT_Z)) { switch (menu.cursorY) { case (0) //ホスト menu.parentManager.nextMenuID = 4; break; case (1) //クライアント menu.parentManager.nextMenuID = 1; break; case (2) //戻る menu.system.scene.nextSceneID = 0; break; default break; } } if (menu.system.key.PushMoment(DX.KEY_INPUT_X)) { //戻る menu.system.scene.nextSceneID = 0; } return; }, (Menu menu) = { DX.DrawString(320 - 45 + 10, 240 - 100 + 10, "Connect", DX.GetColor(255, 0, 0)); DX.DrawString(320 - 50 + 10, 240 + 10, "ほすと", DX.GetColor(255, 255, 255)); DX.DrawString(320 - 50 + 10, 240 + 40, "くらいあんと", DX.GetColor(255, 255, 255)); DX.DrawString(320 - 50 + 10, 240 + 70, "もどる", DX.GetColor(255, 255, 255)); DX.DrawBox( 320 - 90 + 5, 240 + 5 + menu.cursorY * 30, 320 - 90 + 160, 240 + 5 + menu.cursorY * 30 + 25, DX.GetColor(255, 255, 255), DX.FALSE ); return; }, (Menu menu) = { return; } ) ); this.sceneMenu[this.sceneMenu.Count - 1].menu.Add( new Menu( this.sceneMenu[this.sceneMenu.Count - 1], (Menu menu) = { if (menu.system.key.PushMoment(DX.KEY_INPUT_LEFT)) { menu.cursorX -= 1; if (menu.cursorX 0) { menu.cursorX = 0; } } if (menu.system.key.PushMoment(DX.KEY_INPUT_RIGHT)) { menu.cursorX += 1; if (menu.cursorX = menu.system.ipAndPortArray.Length) { menu.cursorX = menu.system.ipAndPortArray.Length - 1; } } if (menu.system.key.PushMoment(DX.KEY_INPUT_UP)) { menu.system.ipAndPortArray[menu.cursorX] += 1; if (menu.system.ipAndPortArray[menu.cursorX] 9) { menu.system.ipAndPortArray[menu.cursorX] = 0; } } if (menu.system.key.PushMoment(DX.KEY_INPUT_DOWN)) { menu.system.ipAndPortArray[menu.cursorX] -= 1; if (menu.system.ipAndPortArray[menu.cursorX] 0) { menu.system.ipAndPortArray[menu.cursorX] = 9; } } if (menu.system.key.PushMoment(DX.KEY_INPUT_Z)) { //接続開始 Console.WriteLine(NetworkUDP.GetIPFromArray(menu.system.ipAndPortArray).ToString()); menu.parentManager.nextMenuID = 2; } if (menu.system.key.PushMoment(DX.KEY_INPUT_X)) { //戻る menu.parentManager.nextMenuID = 0; } return; }, (Menu menu) = { DX.DrawString(320 - 45 + 10, 240 - 100 + 10, "Connect", DX.GetColor(255, 0, 0)); for (int j = 0; j 4; j++) { for (int i = 0; i 3; i++) { DX.DrawString( 320 - 160 + (j * 3 + i) * 20, 240 + 10, menu.system.ipAndPortArray[j * 3 + i].ToString(), DX.GetColor(0, 255, 0) ); } if (j != 3) { DX.DrawString( 320 - 160 + (j * 3 + 2) * 20 + 10, 240 + 10, ".", DX.GetColor(255, 255, 255) ); } else { DX.DrawString( 320 - 160 + (j * 3 + 2) * 20 + 10, 240 + 10, " ", DX.GetColor(255, 255, 255) ); } } for (int i = 0; i 5; i++) { DX.DrawString( 320 - 160 + (3 * 4 + i) * 20, 240 + 10, menu.system.ipAndPortArray[3 * 4 + i].ToString(), DX.GetColor(0, 255, 0) ); } DX.DrawBox( 320 - 166 + menu.cursorX * 20, 240 + 5, 320 - 166 + 20 + menu.cursorX * 20, 240 + 5 + 25, DX.GetColor(255, 0, 0), DX.FALSE ); return; }, (Menu menu) = { IPEndPoint clipIP = NetworkUDP.GetClipIP(); if (clipIP != null) { menu.system.ipAndPortArray = NetworkUDP.GetIPArray(clipIP); } return; } ) ); //クライアント側接続 this.sceneMenu[this.sceneMenu.Count - 1].menu.Add( new Menu( this.sceneMenu[this.sceneMenu.Count - 1], (Menu menu) = { if (menu.system.key.PushMoment(DX.KEY_INPUT_X)) { //戻る menu.system.udp.Close(); menu.parentManager.nextMenuID = 1; } if (menu.system.udp.receiveCount != 0) { UDPMessage message = menu.system.udp.GetReceiveMessage(); if (message.type == UDPMessage.MESSAGE_SYSTEM) { Console.WriteLine(message.DataToInt()); if (message.DataToInt() == UDPMessage.SYSTEM_CONNECT) { Console.WriteLine(NetworkUDP.GetIPFromArray(menu.system.ipAndPortArray).ToString() + " - " + menu.system.udp.clientEndPoint.ToString()); if (NetworkUDP.GetIPFromArray(menu.system.ipAndPortArray).ToString().Equals( menu.system.udp.clientEndPoint.ToString() )) { menu.parentManager.nextMenuID = 3; } } } } }, (Menu menu) = { DX.DrawString(320 - 45 + 10, 240 - 100 + 10, "Connect", DX.GetColor(255, 0, 0)); DX.DrawString(320 - 50 + 5, 240 + 70, "connecting...", DX.GetColor(255, 255, 255)); }, (Menu menu) = { menu.system.udp = new NetworkUDP(NetworkUDP.GetIPFromArray(menu.system.ipAndPortArray).Port); menu.system.udp.StartReceiveThread(); menu.system.udp.SendSystemMessage(UDPMessage.SYSTEM_CONNECT, NetworkUDP.GetIPFromArray(menu.system.ipAndPortArray)); } ) ); //クライアント側接続成功 this.sceneMenu[this.sceneMenu.Count - 1].menu.Add( new Menu( this.sceneMenu[this.sceneMenu.Count - 1], (Menu menu) = { if (menu.system.key.PushMoment(DX.KEY_INPUT_Z)) { menu.system.udp.SendStringMessage("from Client", NetworkUDP.GetIPFromArray(menu.system.ipAndPortArray)); } if (menu.system.udp.receiveCount != 0) { UDPMessage message = menu.system.udp.GetReceiveMessage(); if (message.type == UDPMessage.MESSAGE_STRING) { //Encoding sjisEnc = Encoding.GetEncoding("Shift_JIS"); //Console.WriteLine(sjisEnc.GetString(message.data, 0, message.dataLength) + " Received"); Console.WriteLine(message.DataToString() + " Received"); } if (message.type == UDPMessage.MESSAGE_SYSTEM) { Console.WriteLine(message.DataToInt()); if (message.DataToInt() == UDPMessage.SYSTEM_CLOSE) { menu.system.udp.Close(); menu.parentManager.nextMenuID = 0; } } } if (menu.system.key.PushMoment(DX.KEY_INPUT_X)) { //接続の終了 menu.system.udp.SendSystemMessage(UDPMessage.SYSTEM_CLOSE, NetworkUDP.GetIPFromArray(menu.system.ipAndPortArray)); menu.system.udp.Close(); menu.parentManager.nextMenuID = 0; } }, (Menu menu) = { DX.DrawString(320 - 45 + 10, 240 - 100 + 10, "Connect", DX.GetColor(255, 0, 0)); DX.DrawString(320 - 50 + 5, 240 + 70, "connected!", DX.GetColor(255, 255, 255)); }, (Menu menu) = { Console.WriteLine("Connected to Host"); } ) ); //ホスト側接続待機 this.sceneMenu[this.sceneMenu.Count - 1].menu.Add( new Menu( this.sceneMenu[this.sceneMenu.Count - 1], (Menu menu) = { if (menu.system.key.PushMoment(DX.KEY_INPUT_X)) { //戻る menu.system.udp.Close(); menu.parentManager.nextMenuID = 0; } if (menu.system.udp.receiveCount != 0) { UDPMessage message = menu.system.udp.GetReceiveMessage(); if (message.type == UDPMessage.MESSAGE_SYSTEM) { //Console.WriteLine(BitConverter.ToInt32(message.data, 0)); Console.WriteLine(message.DataToInt()); if (message.DataToInt() == UDPMessage.SYSTEM_CONNECT) { menu.system.udp.SendSystemMessage(UDPMessage.SYSTEM_CONNECT, menu.system.udp.clientEndPoint); menu.parentManager.nextMenuID = 5; } } } }, (Menu menu) = { DX.DrawString(320 - 45 + 10, 240 - 100 + 10, "Connect", DX.GetColor(255, 0, 0)); DX.DrawString(320 - 50 + 5, 240 + 70, "waiting...", DX.GetColor(255, 255, 255)); }, (Menu menu) = { NetworkUDP.SetClipIP(); menu.system.udp = new NetworkUDP(NetworkUDP.GetIPFromArray(menu.system.ipAndPortArray).Port); menu.system.udp.StartReceiveThread(); } ) ); //ホスト側接続成功 this.sceneMenu[this.sceneMenu.Count - 1].menu.Add( new Menu( this.sceneMenu[this.sceneMenu.Count - 1], (Menu menu) = { if (menu.system.key.PushMoment(DX.KEY_INPUT_Z)) { menu.system.udp.SendStringMessage("from Host", menu.system.udp.clientEndPoint); } if (menu.system.udp.receiveCount != 0) { UDPMessage message = menu.system.udp.GetReceiveMessage(); if (message.type == UDPMessage.MESSAGE_STRING) { //Encoding sjisEnc = Encoding.GetEncoding("Shift_JIS"); //Console.WriteLine(sjisEnc.GetString(message.data, 0, message.dataLength) + " Received"); Console.WriteLine(message.DataToString() + " Received"); } if (message.type == UDPMessage.MESSAGE_SYSTEM) { //Console.WriteLine(BitConverter.ToInt32(message.data, 0)); Console.WriteLine(message.DataToInt()); if (message.DataToInt() == UDPMessage.SYSTEM_CLOSE) { menu.system.udp.Close(); menu.parentManager.nextMenuID = 0; } } } if (menu.system.key.PushMoment(DX.KEY_INPUT_X)) { //戻る menu.system.udp.SendSystemMessage(UDPMessage.SYSTEM_CLOSE, menu.system.udp.clientEndPoint); menu.system.udp.Close(); menu.parentManager.nextMenuID = 0; } }, (Menu menu) = { DX.DrawString(320 - 45 + 10, 240 - 100 + 10, "Connect", DX.GetColor(255, 0, 0)); DX.DrawString(320 - 50 + 5, 240 + 70, "connected!", DX.GetColor(255, 255, 255)); }, (Menu menu) = { Console.WriteLine("Connected from Client"); } ) ); } } }
https://w.atwiki.jp/rssiege/pages/98.html
Patch Notes - Update 2.0 PC 2016/2/適用 コンソール 2016/2/ 適用 http //rainbow6.ubi.com/siege/en-US/updates/blackice.aspx BALANCING Operator shouts are now muted for enemy team From now on, the enemy team will not be hearing your team’s automatic character shouts. This will allow for stealthier approaches while maintaining non-verbal communication within the respective teams. Defender objective rotation (for Ranked and Custom Games) In Ranked and Custom Games, Defenders can vote for the objective location they want to defend. We noticed that certain maps have objective locations that are considered easier to defend than others, and that those are frequently being chosen. We believe that it will make for a more competitive and interesting experience to force variety upon the Defenders. From now on, when on the defending side, if a team wins an objective location, they won’t be able to pick it again until they’ve won the remaining locations. If the match goes into overtime, all objective locations become available again. Reduced bullet trail intensity, especially for suppressed weapons Reduced the visibility of bullet trails for all weapons, with an additional reduction for suppressed weapons for a stealthier approach. We believe this tweak will make silenced weapons more useful, as the damage reduction trade-off will now be more worthwhile, on top off the sound reduction. Increased the flashbang range of effect We are roughly doubling the range of flashbangs, making them more effective. Reduced noise levels of multiple Defender gadgets Reduced the noise levels of Mute’s jammers. It will now be considerably lower for Defenders and we reduced the verticality of its sound (will not be heard from two floors up or down anymore). Reduced the electricity noise levels on electrified gadgets. Reduced the noises levels of the Kapkan trap. Reinforced walls and Castle barricades now block bullets while being deployed It used to be possible to get shot while deploying reinforced walls and Castle barricades, even if they seemed to be covering the players. From now on, there will be collision on those surfaces even during deployment and therefore the bullets will be stopped. Thatcher now has a shotgun available in his loadout options We added the English shotgun M590A1 to Thatcher’s loadout options. Removed Bandit’s unique gadget’s (CED-1) electricity damage on the hostage Removed electricity damage on the hostage. This will avoid some edge cases where it wasn’t clear who was responsible for the hostage’s death. PLAYER COMFORT Added map and mode name display during loading and planning phase screens Reduced screen dust effect When surfaces break or explosions occur, nearby players get a dust effect on the border of their screen. We reduced it to be less intense and occluding. Altered matchmaking timer display Timer now counts up to estimated time. Fixed weapon damage numbers in menus We have changed the damage numbers in the menus according to the light armor values. PLAYLIST CHANGES Individual spawn location selection for Attackers (Ranked, Custom Games setting) In Ranked (and as a Custom Game setting), each Attacker can now select their own spawning location instead of having to vote as a group. This will give more tactical flexibility on approaching the building and will also greatly reduce the amount of instances in which Attackers get picked off as a group by the Defenders right as the Action phase begins (team spawn killing). Ranked population repartition tweak Our data tracking shows that the upper ranks (Gold, Platinum, Diamond) are less populated than expected. Therefore, we have reworked how our players are distributed through ranks. This means that many players will see their ranks change instantly after the February 2nd update. Here’s how it was before this update 1.17% Copper (1-4) 34.6% Bronze (1-4) 58.8% Silver (1-4) 5.27% Gold (1-4) 0.1% Platinum (1-3) Less than 0.001% Diamond Note Players in Platinum were often matched against Silver players, almost always against Golds and rarely against other Platinums, which gives the impression that matchmaking is unbalanced. Here’s the repartition we are aiming for with this update 15% Copper (1-4) 25% Bronze (1-4) 35% Silver (1-4) 20% Gold (1-4) 5% Platinum (1-3) 0.2% Diamond We will be closely monitoring how the rank repartition evolves over time and will be doing additional tweaks if needed. To learn more about the Ranked System, read this forum post. Ranked fluctuation parameters tweak From now on, players ranked Silver 3 and below will have a higher fluctuation rate compared to the ranks above that threshold. For example, Bronze 3 could contain players that have skill ratings between 15 and 16.5 while Gold 3 would have a larger spectrum, between 32.5 and 35. The intention behind this is that players from the lower ranks can climb out of them faster. This will make it more fun for newer or less experienced players, while the constant, highly skilled players will be able to maintain their rank. OTHER IMPROVEMENTS Web feature Tactical Board improvements Auto-save. The Tactical Board will now automatically save tactics in progress every 30 seconds. This will prevent you from losing your work if any disconnection or bug occurs while working on a tactic. It will also allow you to leave the Tactical Board without having to hit the Save button. Just make sure you noticed the “Autosaved” text popping on the top of the Tactical Board, to the right of the tactic name. Maintenance alerts. The Tactical Board will alert you of upcoming maintenances 15 minutes prior to downtime. Fixing the Tactical Board bugs requires us to switch off the servers for some minutes. When a maintenance is upcoming, you’ll see a warning on the bottom of the board. As we also have the autosaves ongoing, there will be less risks to lose your work, which will occur only if you edit the tactic 30 seconds or less before the maintenance starts. Texts are now easier to select and edit. Bug fixes. Fixed an issue preventing users to validate the removal of the tactician. Fixing an issue making undo/redo actions sometimes unresponsive until a change of tool was made. Inviting someone in the tactic will now correctly update the Attendees panel (top right). Fixing an issue preventing to dismiss a share notification from their dashboard when clicking "See it later". MAIN BUG FIXES Please be aware that this is not an exhaustive list and that we are only highlighting fixes that were done about the most commonly raised bugs. GAMEPLAY FIXES Right stick dead zone is resetting to default after exiting the game - FIXED Thermite can’t place an Exothermic Charge on damaged and reinforced walls - FIXED Attackers win if a teammate kills Fuze as soon as he detonates his cluster charge on the hostage – FIXED Guard break does not work if a shield-wielding Operator moves while receiving a melee hit - FIXED When in rappel mode, the Operator does not have collision under specific structures and clips through textures when moving upwards – FIXED End of round camera clips through the Operator – FIXED PVE on rare occasions one of the AI doesn’t spawn at the start of a match - FIXED PVE AI Engineers end up in a loop between evade and idle reaction for every damage tic received from poison gas – FIXED LEVEL DESIGN FIXES Defenders are able to pass through red blocker walls during the preparation phase - FIXED Players in support mode sometimes don’t get a correct replication of the watched player’s point of view. For example, the player could have destroyed a wall and seen through it while the player watching in support mode would see an intact wall. - FIXED On the Hereford Base map, players are able to get out of the building through the red blocker wall when vaulting over the sandbags during the preparation phase. - FIXED On the Oregon map, players can see through the ceiling when vaulting over the bunk bed. – FIXED On the Kafe Dostoevsky, character can remain stuck when vaulting on a recycle bin in EXT Park Alley – FIXED On Consulate map, character can remain stuck between chairs at the Visa Office location – FIXED On the Kanal map, players can see out of world through the ceiling if he placed his drone over the air vents in the Hallway. – FIXED There are minor lighting issues on our maps. – FIXED ONLINE FIXES The game sometimes boots on CENTRAL-US data center instead of WEST-EUROPE – FIXED Some players don’t receive renown after a match. – FIXED 0-0x00000602 error is sometimes being received when returning from a matchmaking game to looking for players step - FIXED 2-0x00000067 error is sometimes being received when trying to join a squad having previously went through a direct disconnection - FIXED 2-0x00000068 error is sometimes being received when accepting a party invite. - FIXED Some players from a squad are left in the main menu when searching for a match if specific steps were not followed - FIXED There is no timer present during the lobby screen - FIXED Player gets stuck indefinitely loading a lobby when joining in progress if a player of the same game got killed and then quit the lobby first. - FIXED Some users are getting the "Connection Failure" error every time challenges reset while in-game – FIXED PVE On some occasions, players are not awarded XP points and Renown after finishing Terrorist Hunt sessions. – FIXED Ranked Players leaving for any reason except a network disconnection receive no warning and are automatically banned for 2 minutes – FIXED PC, Ranked Players leaving match using F10 don’t receive reconnect message – FIXED PC, Ranked Players leaving match using ALT+F4 don’t receive reconnect message - FIXED UI FIXES A placeholder appears on the prompt with the abandoned match message after quitting a Ranked game – FIXED On the House map, missing location indicator in Laundry Room - FIXED MISCELLANEOUS FIXES PC If the player switches Aiming settings From Hold to Toggle, the player can’t ADS in Tachanka’s Turret - FIXED PC Some keys are hard binded in the game involving movement and chat box - FIXED PC Push-to-talk functionality is missing in the Options menu - FIXED Uplay Alpha Team Uplay action is not unlocked after completing 50 ranked matches - FIXED 名前
https://w.atwiki.jp/bemani2dp/pages/3936.html
GENRE TITLE ARTIST bpm notes CLEAR RATE EPIC ORCHESTRA Everlasting Message ぺのれり 230 1149 n%(yyyy/mm/dd) 攻略・コメント ラストの皿+同時がBPMを考慮されてないんじゃないかというくらい厳しく、ゲージ問わずラストだけで落とされる可能性大。7/4時点でのクリアレートも32%とかなり低い。 -- 名無しさん (2020-07-04 14 17 52) 全体通してもネメシスやテレポと同じくらいの破壊力はある。 -- 名無しさん (2020-07-04 16 07 08) ジークムントや落書き帳がクリア出来るくらいの実力があっても必ずクリア出来るとは限らない。それくらい☆10でも難しいどころか次回レベル昇格もありそうだ。 -- 名無しさん (2020-07-04 20 39 10) G59の桂馬にビタチョコのような無理着地があるんで、ノマゲは最後のところだけでも物凄い破壊力でした。 -- 名無しさん (2020-07-05 07 13 19) 左鏡でEASYは点いた。道中が難しいという意見もあるがそうは感じなかった。レグルスやバッファローに近いラス落ち譜面かな。 -- 名無しさん (2020-07-05 16 16 32) 階段、桂馬、70小節付近のくの字などポロポロ溢させる配置。最後の着地の逆側も只の同時2連ではなく、意識をしないといけない。この速さだと着地の皿の押し引きも考えないと反応してくれないし。ネメほどとは言わないが☆10最難の次点を充分張れる譜面。どうせいつものボスハイパーだろ、と思って油断してハードをつけるのは絶対オススメしない。 -- 名無しさん (2020-07-05 22 21 19) 十段でハードつかないレベルぐらい難しいと思う。エクハなんでもってのほか、どーみても11レベルです。本当にありがとうございました -- 名無しさん (2020-07-06 01 54 09) 中伝底辺で初見ギリギリエクハ行けたけど最後死にかけた。トータルノーツ1149だけど体感はもっとある感じした。 -- 名無しさん (2020-07-06 14 05 38) 皆伝でもEX HARD落ちた人を見た。 -- 名無しさん (2020-07-06 15 38 13) 十段だが、両鏡でギリハード。両鏡だと、最後が若干やりやすくなります。 -- 名無しさん (2020-07-06 22 44 11) ブラジャス・ラスストをそのまま速度速くした感じ 11.2~4程度 -- 名無しさん (2020-07-07 13 25 01) 正規で緑 ラス前の階段が早すぎて指が追い付かなかったがその後の同時押しと着地ラッシュでなんとか回復出来た ☆10としては中々しんどい譜面 -- 名無しさん (2020-07-07 18 35 14) ラストどうしてこんな配置になったんだ・・・?ってくらいラスゲー、難逃げしたいが道中も嫌らしい。只の2連同時になってたら -- 名無しさん (2020-07-08 12 40 38) ごめん途中送信しちゃった。只の2連同時ならギリギリ☆10上位に収まってくれたのだが・・・ -- 名無しさん (2020-07-08 12 41 44) 終盤の着地地帯の密度がアナザーとあまり変わらない…というか何故か3つ同時押しの真ん中を抜いているせいでこの地点に限れば寧ろ逆に難しくなっている気がする -- 名無しさん (2020-07-08 15 23 32) 右鏡でエクハ。ここで騒がれてたから気合い入れてやったらBP8で大したことねーじゃんと思ってもっかいやったら20出た。よく見て無駄打ち減らすのが一番かなぁと思った。 -- 名無しさん (2020-07-09 00 26 15) クリアだけなら自分の利き腕と相談しながらFLIPのみか両鏡のみが良い。道中は中央寄りになってやり易いがどのみち最後は耐えるしかない。 -- 名無しさん (2020-07-09 23 51 05) 次回作では☆11昇格候補の一角でしょ、こればかりは。クリアレートも解禁初日の24~26%の圏内に比べればマシにはなったが、1週間経ってから30~32%まで上がったがそれでも詐欺には変わりなし。 -- 名無しさん (2020-07-09 23 59 48) BISTROVERで案の定⭐︎11に昇格。クリアレートも低かったし妥当か -- 名無しさん (2020-10-28 23 28 51) 流石に☆10はやり過ぎだったが、☆11だとやや弱め -- 名無しさん (2021-04-09 10 32 54) ↑11.8とか12.0が☆10にはならないし当然だろ。エクハは余分な鍵盤押してゲージが溶けやすい -- 名無しさん (2021-04-09 20 19 06) 名前 コメント
https://w.atwiki.jp/qtlab/pages/24.html
メッセージボックス 標準メッセージボックス ボタン三つ配置 //テストメッセージボックス QMessageBox messageBox(tr("キャプション"), tr("メッセージ"), QMessageBox Warning, Button1, Button2, Button3); ☆引数 キャプション QString QString fromLocal8Bit("タイトル") メッセージ QString QString fromLocal8Bit("メッセージ") アイコン QMessageBox Warning など Button1~3 QMessageBox Yes, No など 警告など表示するだけのもの QMessageBox msgBox;//宣言 msgBox.setText("完了!");//表示テキストセット msgBox.exec();//表示
https://w.atwiki.jp/bemani2sp/pages/3780.html
GENRE TITLE ARTIST bpm notes CLEAR RATE EPIC ORCHESTRA Everlasting Message ぺのれり 230 1197 51.2%(2020/07/03) 攻略・コメント ラス殺し気味。とにかく早いので取りこぼしに注意。☆10の中だとまあまあ強い -- 名無しさん (2020-07-03 20 18 35) 終始高速階段や皿絡みが続き、クリアレートは50%代。十段程度でもハードは手こずるかと。 -- 名無しさん (2020-07-04 12 34 19) ☆11に昇格したマレほどの破壊力はないが、ラストがなかなか難しい。 -- 名無しさん (2020-07-05 11 53 20) ハードは流石に十段で手こずる奴はおらんでしょ。鍵盤は☆10ではやや強めだけど特筆すべきことは特になし。CNの得手不得手で印象がかわると思う。 -- 名無しさん (2020-07-06 21 37 18) 乱をかけるとCNが難化するパターンがあるから、正規・鏡のほうがよいかも -- 名無しさん (2020-07-10 20 56 34) トラウマを抉りにきてる譜面。 -- 暴龍天 (2020-07-19 14 45 31) 道中CNや階段要素もあるけどノマゲはラストの皿絡みと縦連が全てといったところ。譜面的にもBPM的にもリリーゼと炎龍レーヴァテイン(H)が練習になりそう。 -- 名無しさん (2020-07-27 00 04 25) 十段だと☆12の地力Dあたり(AA穴位)が手こずる対象やで。この曲は☆11相当のとこもないので八段が手こずるくらいじゃないかなぁって印象。 -- 名無しさん (2020-08-14 23 04 23) ↑1あ、ハードの話です -- 名無しさん (2020-08-14 23 05 18) 十段なりたてならE~Fでも手こずるんじゃという個人的な意見はともかく、流石に十段ではハード落ちはしないyouna。が、気を抜くとラストで補正に入ってひやっとする。(した) エクハの間違いでは? ...真面目に書くと10上位、乱でもほぼ難化なので出来なければ基本放置かなぁと。ラスゲーだけどハードで簡単になるかと言うとそれも正直微妙。CNや階段の能力も加味しなければならない。 -- 岳翔 (2020-08-17 03 19 40) ↑1途中送信、ネット初心者で申し訳ない -- 名無しさん (2020-08-17 03 25 01) 最後で自分が☆10だ!って思い出す譜面。 -- 名無しさん (2020-08-20 14 17 45) ラストよりマシなだけで道中も普通に☆10中位くらいはある。↑の言葉を真に受けて適性でハードとかやるとまず落ちるのでラス殺し気味であることを考慮しても適正段階なら易ノマゲでやるのが無難かと思う。 -- 名無しさん (2020-08-20 18 13 39) 1P正規でフルコン。階段要素は(100小節以外)12分なのでまだ薄いが、代わりにCNが降ってくる感じ。56や90小節の皿前の16分トリルは餡蜜決め打ちした方が楽。最後の〆のダダンダダン〜は第一波目は2打ずつだが、第二波目は合間に鍵盤が足され中々の皿絡みなのでラスト同時と共に押し負けないように。 -- 名無しさん (2021-08-09 19 54 18) クリアレートは50%。高速譜面で階段やCNや連打もあるのでそれなりに癖は強く、手こずる十段がいても全く不思議でない譜面。 -- 名無しさん (2022-02-14 16 47 10) ☆12のハードが40曲くらいの中伝だけど初見2P正規BP46でハードとなかなか難しかったので、ここって動画勢と俺つえーばかりなんだなあと実感する。 -- 名無しさん (2022-02-14 20 02 02) 今作の十段、中伝取れる人がハードで苦戦するとは思えない… 連打、CNも単純だし、シグムンの高速階段捌ける人がどこで削られてるのか謎。攻略法は10中位の階段で練習する位か -- 名無しさん (2022-02-18 22 19 23) エクハと間違えたんだろ -- 名無しさん (2022-02-18 23 23 33) 安定ならともかくハードつけるだけなら十段どころか九段でも十分範囲内。ただし、ハード安定していても凡ミスがぽろぽろ出るならエクハは時期尚早かも。 -- 名無しさん (2022-02-20 00 15 33) H10でこの速さなだけあってConfiserie(H)等と同じく階段の配置は良心的なのでR-RANが有効。 -- 名無しさん (2022-02-20 16 10 34) CNに付く裏打ちの単鍵、縦連の頭だけに皿が付いた配置がズレずに押せるなら低いクリアレートほど苦戦せずランプがつくかも 青鍵連打の直後、最後の最後にある17+皿が地味に取りこぼしやすい -- 名無しさん (2022-12-24 21 54 47) 名前 コメント