約 5,047,175 件
https://w.atwiki.jp/record17/pages/977.html
雪が舞う中映画館へ。寒い。電車に間に合うかギリギリだったので汗だくになる。 -- record17 (2010-02-13 23 43 11) 村上龍『テニスボーイの憂鬱』。10年振りの再読。テニスと女の快楽を味わう成金息子。龍の真骨頂。テンポのいい中になにかやり切れなさがある。 -- record17 (2010-02-13 23 46 41) ランチはサイゼリヤへ。若い客が多い。その中で2時間居座る。不味くはないしキレイなので居心地はいい。 -- record17 (2010-02-13 23 49 42) 夕飯は御飯、豚キムチ炒め、納豆、アボカド、日本酒、チーザー、世界のハイボール。 -- record17 (2010-02-13 23 50 57) 名前 コメント ←きのう(2010.2.12) →あす(2010.2.14)
https://w.atwiki.jp/record17/pages/661.html
夕飯は和幸にてひれロース盛合せ。 -- record17 (2009-04-06 00 28 44) ジョン・ポール監督『チャーリー・バートレットの男子トイレ相談室 CHARLIE BARTLETT』。セレブな高校生が自分の学校で悶着を起こしていく。それによって、彼だけでなく、周りの皆も最も大切なものに気付いていくのだった。希望があふれる。 -- record17 (2009-04-06 00 33 19) デヴィッド・フランケル監督『マーリー 世界一おバカな犬が教えてくれたことMARLEY ME』。ラブラドール・レトリバーを飼うことになった新婚夫婦の成長譚。マーリーのハチャメチャぶりに笑いながらも、わかっているけど涙できる素晴しい作品だった。動物モノの枠にとらわれない、家族モノ、仕事モノ、人生モノなど、複合的なテーマを含んだ傑作。原題にあるように「私」と過ごした日々がとても愛おしい。傑作。 -- record17 (2009-04-06 00 38 15) 名前 コメント ←きのう(2009.4.3) →あす(2009.4.5)
https://w.atwiki.jp/record17/pages/556.html
朝一で上野に向かう。映画を2本観た後、特盛海鮮丼を食べる。混雑したアメ横に師走の喧騒を感じた。 -- record17 (2008-12-24 16 46 53) 有楽町で下車し、銀座をぶらぶら。歩行者天国が人で埋まる。東京の師走の喧騒に触れる。気になっていたH Mにはすぐ入店できたが、たいした物はない。混んでいたが、実際に買っている人はほとんどいない。げんなり。そそくさと銀座を後にする。 -- record17 (2008-12-24 16 49 38) 原宿に行こうと思っていたが、銀座以上の混雑にはガマンできない、そんな元気はないので、秋葉原に向かう。無印、BOOK 1st、BOOK OFFに立ち寄る。アキバのBOOK OFFの充実ぶりに目を見張る。品揃えがいい。その後錦糸町へ。 -- record17 (2008-12-24 16 53 24) 錦糸町で服を求め丸井やらオリナスやらに立ち寄るが、これといって、ない。徒労感。夕飯は双喜喜園でチンジャオロース丼、ラーメン、サラダ。 -- record17 (2008-12-24 16 55 23) 結局地元に戻り、服を買う。来年の手帳も買う。なかなか充実した休日かも。 -- record17 (2008-12-24 16 56 15) 長崎俊一監督『西の魔女が死んだ』。外国人の祖母となかなか学校になじめない少女が山奥での生活で真摯に交流する。自然に囲まれた生活の中で「魔女」である祖母から色々なことを教わりながら、少しずつ成長する少女。全ては自分で決めるんだ。 -- record17 (2009-01-01 21 01 17) 吉田恵輔監督『純喫茶磯辺』。素直にオモロ。父子家庭の父親が偶然手に入った遺産を元に「純喫茶」を開くことになり、そこに集まる人々を巡る物語。コメディ主体だが、度々表れる本音やシリアスさがいいスパイスとなっている。大騒動が起こる直前の気まずさの最高潮がなんともいえない。何気ない日常の繰り返しが幸せなんだと気づかせてくれる。宮迫、仲、麻生、濱田をはじめ、登場人物が活き活きしていていて、いい。十分楽しめる作品。 -- record17 (2009-01-01 21 09 58) 内田亮子『生命をつなぐ進化のふしぎ―生物人類学への招待』。生物の一部としての人間の進化と他の生物と対比させながら炙り出していく。研究者らしく出自を明らかにしながら、進化に迫る。生命が繰り返されていくのだ。そこに見られるの壮大な物語を感じることが出来る名著。 -- record17 (2009-01-01 21 15 25) 名前 コメント ←きのう(2008.12.19) →あす(2008.12.21)
https://w.atwiki.jp/apex/pages/32.html
Antitumor properties of dimethyl-celecoxib, a derivative of celecoxib that does not inhibit cyclooxygenase-2 implications for glioma therapy. Schönthal AH. Source Department of Molecular Microbiology and Immunology, Keck School of Medicine, University of Southern California, Los Angeles, California, USA. schontha@usc.edu Abstract Celecoxib (Celebrex) appears to be unique among the class of selective COX-2 inhibitors (coxibs), because this particular compound exerts a second function that is independent of its celebrated ability to inhibit COX-2. This second function is the potential to inhibit cell proliferation and stimulate apoptotic cell death at much lower concentrations than any other coxibs. Intriguingly, these two functions are mediated by different moieties of the celecoxib molecule and can be separated. The author, as well as others, have generated and investigated analogs of celecoxib that retain only one of these two functions. One derivative, 2,5-dimethyl-celecoxib (DMC), which retains the antiproliferative and apoptosis-inducing function, but completely lacks the COX-2 inhibitory activity, is able to mimic faithfully all of the numerous antitumor effects of celecoxib that have been investigated so far, including reduction of neovascularization and inhibition of experimental tumor growth in various in vivo tumor models. In view of the controversy that has recently arisen regarding the life-threatening side effects of this class of coxibs, it may be worthwhile to pursue further the potential benefits of drugs such as DMC for anticancer therapy. Because DMC is not a coxib yet potently maintains celecoxib s antitumor potential, one may be inclined to speculate that this novel compound could potentially be advantageous in the management of COX-2-independent cancers. In this summary, the implications of recent findings with DMC will be presented and discussed. PMID 16709027 [PubMed - indexed for MEDLINE]
https://w.atwiki.jp/record17/pages/881.html
夕飯はココイチにてキーマなすカレー。 -- record17 (2009-11-18 23 14 05) 森繁久弥死去。ギャグでなかなか順番を守らないと言われていた彼が亡くなった。戦中戦後の慌しい時代に職を転々としながら、実力を遺憾なく発揮していった印象があった。ご冥福を祈ります。 -- record17 (2009-11-18 23 16 05) もじゃもじゃ茂木健一郎氏4億円申告漏れ。言い逃れの言い訳にかなり非難轟々。 -- record17 (2009-11-18 23 17 21) 市橋達也ついに逮捕される。大騒ぎ。新聞の号外が片面が市橋逮捕でもう片面が森繁死去だったという超特異な日。 -- record17 (2009-11-18 23 18 53) 名前 コメント ←きのう(2009.11.9) →あす(2009.11.11)
https://w.atwiki.jp/record17/pages/76.html
5日ぶりの職場の机の上は書類に溢れていた。 -- record17 (2007-09-05 08 24 06) やっぱり暑い。 -- record17 (2007-09-05 08 24 16) 夕飯は肉野菜炒め、ことやの明太子、ひきわり納豆、チーズ、茄子の浅漬け、芋焼酎。 -- record17 (2007-09-05 08 25 17) でぶやを観ながら飯を食べてはいけないと思った。画面と目の前の食事を比較してしまう。でぶやはグルメとバラエティが半々。食べられてリアクションが出来ればいいのだ。吉本の師匠の面々のお約束ギャグについ笑う。そういえばでぶやって当初は大盛のみの食事とダンスがメインだったな。 -- record17 (2007-09-05 08 28 48) 名前 コメント ←きのう(2007.9.3) →あす(2007.9.5)
https://w.atwiki.jp/record17/pages/200.html
網代の宿でアジの開きの朝食後ひとっ風呂浴びてチェックアウト。散策後、伊東へ。日帰り温泉は少なく、シーサイドスパでちょこっと湯。健康ランドのようだが、一応温泉を使っている。露天で眺める海は美しい。お湯が熱い。隣の道の駅のお土産屋で一通り試食したあと伊東駅に戻る。昼食はみよしでロースカツ定食。肉厚のとんかつでボリュームたっぷり。石舟庵で芋羊羹、駅で草餅を買ったあと、熱海に向かう。 -- record17 (2008-01-06 11 38 00) 熱海で日帰り温泉を探し、志ほのやで温泉につかる。空いていて湯船を独占できる。熱いなー。気持ちいい。そして東海道線快速アクティーで東京まで。夕飯は東京駅の鳳鳴春でミニ中華丼、ミニ坦々面、杏仁豆腐。美味しい。そして京葉線経由で帰宅。S氏、多謝。 -- record17 (2008-01-06 11 41 20) 東京駅はリニューアル工事が続々進められていて、ラーメン激戦区が消えていた。一番街も工事準備していたし。東京駅が変わっていく。 -- record17 (2008-01-06 11 42 59) 電車移動中にDSの漢検を初めてやる。大体書くと自動判断するので、完璧に正確に書かなくてもいい。そこがネックか。あと、読めるけど書けない文字が多すぎる。これはピンチだ。DSの脳トレも思ったよりも難。毎日トレーニングしなきゃ。でもDSはない。 -- record17 (2008-01-06 11 45 41) ドラマファイブ。君塚良一脚本。社会人バスケ日本一になった元リストラプレイヤーの奮闘記。気恥ずかしい場面は多々あるが、正月に相応しいハッピーエンド。 -- record17 (2008-01-06 11 47 41) 熱海、網代、伊東への伊豆半島一泊の温泉旅はとてもいい体験だった。いい時間だった。 -- record17 (2008-01-06 11 49 00) 昨年は今思うと目一杯いろいろ動き、年が終わったとき完全に燃焼した気がしている。徐々に動き始めよう。 -- record17 (2008-01-06 11 52 42) 名前 コメント ←きのう(2008.1.4) →あす(2008.1.6)
https://w.atwiki.jp/record17/pages/380.html
ランチはスシローで満腹。久々の回り寿司。 -- record17 (2008-06-28 23 38 58) 是枝裕和監督『歩いても 歩いても』。ある一家の長男の命日に長女、次男の家族が実家に会し、実家からまた離れていく。複雑な関係や感情を会話中心に組み立て、美味しそうな料理や何か懐かしい、ほっこりとした気持ちになる。演出が白眉。特に女性陣の見事さといったらない。一見和んでいるように見えて、実は皮肉や本音が所々に散りばめてられていて、それを男たちはどうすることもできない。将来身につまされる思いを感じた。そう思えるほど素晴しい作品。 -- record17 (2008-06-28 23 45 18) ジェイソン・ライトマン監督『JUNO』。16歳の風変わりの少女が妊娠してしまうことから始まり、生きることや愛を見つめなおすストーリー。主役のJUNOはもちろん、出演者のキビしいジョークに笑いっぱなし。それでも、妊娠という現実から様々なことを見つめなおすきっかけを示してくれる。最後は愛なんだな。これもいい作品。 -- record17 (2008-06-28 23 50 12) 本屋を求め、歩き、重い本を抱えて、疲れる。DVDを半額だからって借りてしまい、やること多すぎなことに途方に暮れる。 -- record17 (2008-06-28 23 51 13) 夕飯は御飯、味噌豚野菜鍋、納豆、ジョッキ生。 -- record17 (2008-06-28 23 51 40) 検索ちゃんSP延長戦。「オレが帰ります」「いやここはボクが帰ります」「いやいや私から」「じゃあ俺が帰ります」「どうぞどうぞ」 これ、鉄板やな。 -- record17 (2008-06-28 23 53 49) 朝映画館に行ったら長蛇の列が。もしや『歩いても 歩いても』観れないのか、と思っていると、ほぼ全員『花より男子ファイナル』の人々。おかげで観られました。「ハナヨリダンシ」と読んでしまうほど、知らない。毎日新聞の映画評もテレビの延長だから、くらいしか「辛口」批評ができない。仕事って大変ですね。 -- record17 (2008-06-28 23 57 00) 名前 コメント ←きのう(2008.6.27) →あす(2008.6.29)
https://w.atwiki.jp/chex/pages/320.html
Lecture for intermediate Lecture for intermediate Lecture for those who intend to become intermediate Lecture for those who intend to become intermediate Introduction As you, designers who are familiar to the development of OKEs some degree, may know that clear goals are not exist in this game. You can play it in any direction, and it is free that how far you elaborate. It can be thought that, the goal setting is also a part of the contents of this game already. That is, as you become more familiar, how to enjoy and how to beat becomes more different from each other. For example, there are some people pursue every day how well avoid mines. But next to it, there are some people do everything in their power to assault by destroying all mines. Descriptions satisfy both at the same time is extremely difficult. As you become more familiar, as it becomes finer contents, your own strategy is going to be made. For these reasons, it is difficult to determine what to lecture for intermediate people or what is the definition of intermediate in the first place. So first, for those who intend to become intermediate, I entered from the description of the timing and execution speed of the program that are essential knowledge for creating large programs. For the reaction rate of OKE and scale of the program A CPU that you select in Hardware has parameters of "storage capacity", "execution speed" (and weight). "Execution speed" represents the execution speed of the program and the unit c/s means "(the number of executing) chips per second". The highest execution speed of CPU is 240c/s; you can execute 240 actions or decisions per second. Looks ridiculously large numbers at first glance, but is not really so much. Let s take a closer look. In this game, various judgment of combat takes place on a frame-by-frame basis. Frame is a still image that makes up a video. When you choose "frame advance" of the system menu in combat you can check the status of frame-by-frame. This game is 30fps, 30 pictures will be displayed per second. Therefore, if the CPU is 240c/s, you execute 240 chips per one second (= 30 frames), 8 chips per frame (= 1/30 sec). To pause during the battle actually, you can check the number of executing chips that appears bright. This number will significantly affect the "reaction rate of OKE". OKE runs all the actions as instructed in chips read in that time. Even though you made an excellent program, not only it becomes waste unless it is done when it is needed, but also it may cause trouble when it is executed with unnecessary timing. So let s look at an avoidance decision. There is a branch of “whether there is a bullet around the body” at the beginning of the avoidance decision, perform the avoidance maneuver If this were yes, go to the next process if it was no. What is needed in this case is that the first branch is executed when there is a bullet in the vicinity of the body. For example, if you set the range of around the body radius 100m, it is best to branch to avoidance decision with a margin of distance of 100m. But if the code is longer, for example, what happens if a program executes about 40 chips until return at earliest? Even with the fastest CPU, it takes 5 frames or more to go around once. If there is only once decision per go-around, avoidance maneuver is performed 5 or more frames late when a bullet comes at the worst timing. 5 frames = 5/30 of a second, it is about 0.17 seconds. During this time, AP ammunition flies about 50m; beam and rail gun flies about 80m. That is, then you will get a direct hit with no reaction if it was shot from the distance. Even though you perform reaction, if not even 30m away at that time, it is too late to act. Leaving aside one shot of beam gun, in case of rail gun, even a hit is directly linked to defeat frequently. The avoidance decision was given as an example here, but I can say the same thing to the decision of all of course. As it become a larger-scale program, more complex assessment of the situation and actions can be performed by OKEs but the reaction rate will reliably drop instead. Stack of subtle reduction of reaction rate affect more than a little on combat result. If you create a large program without thinking about the reaction rate, most will weaken comprehensively than small and medium-sized programs. There are mainly two know-hows to maintain the reaction rate when you building a large program, utilizing subroutine and utilizing loop. Utilize subroutine In the CPU with a maximum storage capacity, there are two areas that can be form subroutines of 7× 7 size on the right side. It is possible to run the subroutine from the chips of the “SUB 1” “SUB 2” placed in the main program of the left side. When the executed subroutine is completed, the process proceeds to the next of “SUB” chip which was placed in the main routine. By placing regularly this "SUB" chips in the main routine, it becomes possible to execute programs implemented into the subroutine several times until go around a main routine. For example, implement avoidance decision into a subroutine, when you call the subroutine whenever the main routine proceeds about 10 chips, reaction rate is significantly improved because it began to determine once per about two frames whether it is necessary to avoid. It should be noted that, of course main program is stopped at the place of "SUB" chip while executing subroutine. If there is a long program that is always executed in the subroutine, the rotation of the main program will be dull depending on the number of calls. Although rate of behavior that implemented into the subroutine improves, all other actions are delayed slightly. Therefore, you must be sure to execute subroutines only when necessary. To give avoidance as an example, if the OKE is quick moving or jumping already, it is not needed to execute subroutine. By increasing the rotation speed of the main routine even slightly by reducing unnecessary processing, let s improve the rate of each operation. Utilize loop To tell the truth first, loop may cause a fatal bug in high probability if you are not familiar. What is the loop, about the risk and the usefulness of the loop, I describe a simple example together. Please see the image below. This is avoidance decision of the program that is described in "Lecture for beginners", introduced the missile countermeasure. Missile detection is added before scanning for a high-speed flying object. It is built with the assumption that the behavior " Continue to lie down when a missile is detected to 100m range, then jump to avoid after it approach to 20m" . As long as the missile does not come within 20m, it will continue to run the operation of lie down repeatedly. This portion that is run repeatedly, this is the loop. By looping temporarily here, at the moment the missile enters the 20m range, you will be able to perform reaction immediately. To execute the process that you want to run on certain situations quickly, or in order to run an action timely at the moment the situation has changed, loop processing is quite useful. Now tested the program of the sample image, then it was confirmed that it is possible to avoid opponent’s missile on a one-to-one. So I organized a three-machine team triumphantly, and fought with a team that has missiles, then, OMG! There is an OKE that continues to lie down and does not move at all! Of course playing possum like that definitely not effective to OKEs, they were wiped out within a numerical disadvantage. What on earth was the problem? This sample is the form of, "Detected a missile coming towards in the 100m distance " → "loop until a missile is detected in the 20m range" The problem is that, in the first place, it has formed a loop on the assumption that "missile coming towards" is reach to the location of the OKE reliably. The missile coming towards is aimed at the OKE really? Or there is not an obstacle before it reaches? In such a variety of reasons, if the missile did not come in the 20m range, you will not be able to get out of the loop. In this case, you can solve the problem by modifying like the image below. By only one shifting of the ahead of an arrow, you will leave the loop if the missile does not come to 20m range. In the case also maintaining a bidirectional loop, you can resolve the problem as the image below. When you specify the range, you can be outside the range around your OKE by up and down key while holding down R button. By utilizing this, form a loop of “Continue to lie down if there are one or more missiles between 20m and 100m, proceed to avoidance decision when there are no missiles”. In this way, you can perform jump by avoidance decision when the missile is coming within 20m. In addition, even though the missile towards different direction or disappear, loop is always released. (There are waste and problem still in this example, I set it aside for the time being) It was long, but in short, it is that want you to understand firmly the risk and benefits of loop processing. Because bugs of this kind occur frequently, let s repeat behavior test and thoroughly verify when introducing a loop. If you will master successfully, quick reactions become possible in limited situations and that slight differences lead to great results. [Summary] When building a large program, needs attention to the execution timing of behaviors that require quick responses. The more complex and courteous programs, the more reduced the reaction rate is. Beware treatment of unnecessary processes in many cases. Consider the timing that should be executed and the need for each decision. For example, execute a long thinking process during operation that cannot be canceled, etc. Subroutine and loop are useful, but you should utilize it after a solid understanding of its risk. If the subroutine that will be called each time is long, the main program will not go around quickly. Wrong release condition of the loop leads to defeat very likely. [Supplemental Commentary loop examples] Although I gave the missile countermeasure loop as a reference, in addition, describe an example of a relatively safe loop to be able to make easy.Conducting enter and exit of the loop in accordance with the each state of OKE, it will be safety and quick loop process. For example, because it will not be able to perform the most operations when the OKE is struck and overturning, there is a way to check the situation in the dedicated loop and determine whether activate options or not, take evasive action to avoid additional attack immediately after the state recovered. In opposite, if the target is struck and overturning, it might be interesting to enter the loop for pursuit and additional attack. Because the state recovers automatically, it will be expected a certain effect without causing an infinite loop. Narrow down the processes There are many processes that you want to monitor situation changes constantly such as Scan for Projectiles, Activate Option, and process during overturning, etc. You can easily monitor such processes constantly by putting in places to pass frequently (Top of main and top of sub used frequently). However, in other words, would be referred to as "regardless of need or not, have repeated frequently the same process ", it is a waste of processing power. This will cause delaying the response. For example, in the case of Self-Cooling System of options, you do not have to monitor the amount of heat of body constantly in many cases. Mostly the purpose of starting the cooling is either, prevent thermal damage when it is struck or increase the frequency of fire. If the purpose of preventing thermal damage, it is only necessary to assess once when entering or exiting the process of when be struck or avoiding. If you increase the frequency of fire, it is only necessary to assess when it refrain from attack due to the heat. In this way, it is possible to improve the throughput performance if you stop constantly monitor the processes being monitored constantly. However, by stopping the constant monitoring, it is possible that the case that cannot be monitored occurs. In the case of cooling system, if you assess only when entering or exiting the process of when be struck or avoiding, there is likely to be roasted by "beam from close range (undaunted, cannot detect by Scan for Projectiles)" or "heat generated by the flames of napalm (undaunted, are not projectiles )". Although you should assess elsewhere to avoid this, the mounting area increases in this instance, and eventually you would waste the processing power if you assess too much. It is necessary to narrow down and pinpoint the necessary timing of decision, or if you do not narrow, must be determined after having analyzed trade-off among the mounting area, effect and risk when stopped constant monitoring.
https://w.atwiki.jp/taer/pages/325.html
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