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On the Wright Track The Writers of Phoenix Wright s Sequel DiscussTheirNew Case http //www.nintendo.com/newsarticle?articleid=5mLTEfSPVUJJqjyIiQb3nJa-vdRURKQh page=currentNews Nintendo Power How would you compare the localization of Phoenix Wright to other gamesyou’veworked on? Nintendo Power: PhoenixWrightの翻訳は、あなたが担当した他のゲームの翻訳と比較してどうですか? Brandon Gay As far as text alone, Phoenix Wright is one of our largest games tolocalize.Since it is a text-based game, there is a high emphasis on flow andconsistencyamong the characters. This is in contrast to other games such asDevil May Cryor Resident Evil where the story almost takes a backseat to theaction of thegame. It isn’t that the story is unimportant in those games, buta player maybe more apt to look past the story in those games since the mainfocus in thosegames is the action. With Phoenix Wright you are trying to conveyan entireworld and in-depth characters through text alone. This makes it achallenge topresent characters that are applicable to the US market. Thesecharacters allstarted off as much more Japanese-style characters, with jokesand dialoguedesigned with the Japanese player in mind. So part of the challengewas to makethe characters and the world itself relevant to an Americanaudience. Also, inworking on Justice for All, we had to make sure thecharacters that reappearfrom the first Phoenix Wright Ace Attorney game stayedconsistent with howthey behaved in that game. The fans of Phoenix Wright havegrown quiteaffectionate to the characters that populate this world, so wewanted to staytrue to the characters they have come to either love or hate.Brandon Gay: テキスト量から、PhoenixWrightは翻訳には大きなゲームのうちのひとつです。テキストベースのゲームなので、キャラクターたちの間に一貫した流れがあります。このことは、物語がゲームの流れから引いた位置にある、DevilMayCryやResidentEvil(バイオハザード)とは対照的です、ですが、DevilMayCryやResidentEvilが物語が重要ではないという意味ではありません。しかし、これらのゲームはアクションに重きを置いているので、プレイヤーはより、物語を低めに見る傾向があるかもしれません。PhoenixWrightはテキストのみで、キャラクターの内面や世界観を伝えることになります。これはアメリカの市場で通じるようなテキストを発売する挑戦となります。原作は日本語と日本的な文章、日本語のジョークや文字表示の方法(ダイアログ)で設計されています。そこで、アメリカ人向けに、アメリカ的なテイストにキャラクターや世界観をもっていくことを試みました。また、JusticeforAll(海外版2)では、初めてPhoenixWrightに触れるプレイヤーに、再登場人物をわかるようにしなければなりませんでした。PhoenixWrightのファンはキャラクターに思い入れがありますので、私たちは味方から嫌な敵キャラまで、忠実に訳したかったのです。 JP Kellams There is a fair amount of pressure because of how well the localizationforPhoenix Wright was received, but there is also quite a bit offreedomcreatively. All titles require you to match the localization to the toneof thegame and Japanese text. In a serious game, an off-the-wall joke wouldbedistracting. However, with Justice for All, the subject and style of thegamegive you the creative ability to add humor and little touches thatjustwouldn’t fit into other games. JP Kellams: PhoenixWrightの翻訳をいかに良くできたかというプレッシャーがありますが、オリジナルの部分もわずかに作る事ができます。このシリーズの翻訳は、日本語版テキストのタイミングと合わせなくてはなりません。 (※訳注 英語版は、日本語版が1画面22文字で構成されていることに合わせて、1画面ごとの翻訳がなされている。SVCまたはSVO、SVOOの構文を日本語文法に合わせることは大変な作業だと、プレイして感じた) シリアスなゲームにおいて、突飛な冗談は気が散ります。しかし、JusticeforAllでは、他のゲームの翻訳とは異なる、創造的な能力、ユーモアが必要です。 Janet Hsu Personally, compared with other titles I have worked on, I feel thatPhoenixWright demands a lot of yourself and your ability to understand thecharacterson a deeper level. Because some of the characters have a lot of depthto them,you almost have to become them in a sense to get the nuance andmotivations intheir lines right.Janet Hsu: 個人的に感じたことは、私が今まで翻訳してきたゲームと比べて、PhoenixWrightではより深くキャラクターを理解する能力が要求されるということです。幾つかのキャラクターは、非常に奥深い性格なので、そのニュアンスと、行動する上での動機付けを正しくするために、ある意味では、そのキャラクター自身にならなくてはなりません。 NP What was your philosophy for determining North American character names? NP: 北米版でのキャラクターの名前を決定するためのコンセプトは何でしたか? Brandon A lot of the character names were determined with the Japanese names inmind.Some of the Japanese names were already quite clever, so we wanted to keepthesame feel they had. Obviously, with some names, they had to be changedquitedrastically from their Japanese counterparts. But we wanted to keep thehumoraspect of the Japanese names when we came up with the English names.Sincethere is so much underlying humor in Phoenix Wright Ace Attorney, wewantedthe names to have the same type of double meanings that the Japanesenameshad. Brandon: ほとんどのキャラクターは日本名から決定しました。日本のキャラ名は非常に面白かったので、私たちもその雰囲気を継承したかったのです。幾つかは日本名とは全く異なるものに変えざるを得なかったのですが、日本語でのユーモアな雰囲気は保ちたかったのです。PhoenixWright AceAttorneyの元になるユーモアから、日本語版のようなダブルミーニングになる名前を付けたいと思いました。 JP There is this mystique that names get handed down from upon high and areforcedupon us. Not so. For my part, I try to make names that lean on popularcultureso they have a tinge of familiarity. For instance, the logic behind thename ofLawrence “Moe” Curls should be instantly indefinable by olderplayers, butshould still give younger players that instant identification thathe is aslapstick-loving clown. This popular-culture identification is somethingthatShu Takumi [the game’s director and creator] does very well with theJapanesenaming and I try to follow that spirit when it comes to naming.JP: 仰々しい名前でミステリアスな雰囲気は必要ない。私の担当部分では、親しみをもてるように、大衆文化からとっていこうと思いました。例えば、Lawrence“Moe”Curls(トミーの本名)の名前のネタは、喜劇役者のピエロであるということを、すぐに識別できるようにしてあります。この方法は日本語版ディレクターの巧氏がとる方法で、私はこの精神にのっとって名前をつけるようにしました。 (※訳注 トミーの英語名はTheThreeStoogesという、1930年代から、第2次世界大戦の戦前戦後を通じて活躍したコメディ・チームのメンバーの名前「Larry,Moe,Curly」を使用している模様) Janet I was not as pop-culture-oriented as JP since in his episode, Takumi-sanhadused more pop culture references in the original Japanese, but for cases 1and2, I kept the play-on-words naming the first Phoenix Wright is so famousfor.However, due to the more dramatic feel of the last case, I kept more tothenaming sense Takumi-san used there and created names that sounded morelikereal names, but had deeper meanings (sometimes more than one) tothem.Incidentally, Takumi-san personally approved all the English names inthisgame. I can now fondly look back and remember we had an interestingtimebouncing names back and forth for a few days for one of the characterswhich hethought didn’t convey the same feeling as the Japanese [name]. Janet: 私はJP程大衆文化を根底にはしませんでした、巧氏は日本語版で大衆文化を引用した名前を付けましたが、私は1話と2話のために、1作目では特徴であるダジャレをよく使いました。しかし、最終話のようなドラマティックな展開のために、リアルでもありそうな名前を使い、そしてそれらには(時には1作目以上の)意味を持たせました。ちなみに、巧氏は、このゲームにおいて、考え出した英語名を全て承認しました。日本名と同じ雰囲気を伝える事ができないと、ある名前に非常に悩み、2、3日かけたことも良い思い出です。 NP If you worked on the first Phoenix Wright, what was the process likedeterminingPhoenix’s name? What other names were considered but rejected?Also, pleaseelaborate on Oldbag’s name. NP: 1作目に取り組むとき、Phoenixの名前はどのように決定しましたか? 他に候補はありましたか? また、Oldbag(オバチャン)のネーミングについて教えてください。 Brandon Ahh, making me go back into the memory banks for this one [laughs]. Weactuallycame up with a rather large list of names for the Phoenix Wrightcharacter. Weconsulted with our American branch on what would be the best namefor the titlecharacter. It was agreed that Phoenix Wright would be the best andmostappropriate name for the title character. As for Wendy Oldbag, I believe that name originated from the mind of AlexSmith,who translated the first title, but the story behind it is amystery. Brandon: (笑い)思い出してみますと、実は、私たちはPhoenixWrightの性格から考えた大きな名前候補リストを作成したのです。そして、主役の名前としてベストなものをカプコンUSAと相談しました。その中でPhoenixWrightが最も良いということで同意し、決定しました。 WendyOldbag(大場カオル)については、翻訳担当のAlexSmith氏が決定したと思います。そのバックグラウンドはわかりませんが。 (※訳注 AlexSmith氏は、ファイナルファンタジー10やグイン・サーガの翻訳を担当している人物。) Eric Bailey We wanted to make sure that [Phoenix’s] first name was something thatwouldreally stand out with players, and so we went back and forth withthetranslator and the R D team to determine the name that would work.Duringthe brainstorming, when everyone was throwing out whatever names came tomind,there was a wide range of them-everything from Cole to Wilton-but in theendPhoenix had a good ring to it and symbolized rising from the ashes, perfectforthe game’s theme, which is turnabouts. We also needed a shortened formofPhoenix for some of the characters to use in the dialog and the finalnicknamearrived at was “Nick” since it sounded natural but was stillreasonablegiven the sound of “Phoenix.” Of course, we always made sure toexplain anyof the naming choices to the game’s creator to make sure it wassomething hewould like and he ended up liking Phoenix Wright as well. Unfortunately no one here seems to recall the exact story behind howWendyOldbag’s name came about, so it will go down as a mystery. In the end,it wasa perfect choice for the character and works well with the dialog aroundher,so we are glad it became her final name. It’s hard to imagine her anyotherway now.Eric Bailey: 主人公の名前は目立つものがいいと私たちは考えていました。そして、翻訳チームと開発チームの間を行ったり来たりして、思いついた名前案がボツになり続けていたのですが、risingfromtheashes(※訳注 英語版5話「蘇る逆転」のサブタイトル、灰から復活するの意)から、Phoenix(灰から復活する不死鳥)がゲームのテーマと一致しました。また、Phoenixの(短縮された)ニックネームが必要だったので(※訳注 日本語版でいえば「なるほどくん」にあたる愛称)、最終的にそれはNickになりました。 残念なことに、ここの誰もWendyOldbagの由来がわからないようです。最終的にはキャラクターの性格から由来されたものであり、今では他のネーミングは思いつきません。 NP What were some of the most radical changes made to any of thegame’scharacters or plot points? NP: ゲームのキャラクターやシナリオが根本的に変更された点は何かありますか? Brandon I am not sure any character underwent “radical” changes, as that wouldhavegreatly affected the overall arc of the game. Say changing a characterfrom“evil” to “good,” as this would have greatly altered the story fromtheoriginal concepts. The point that should be made is that while many aspectsofthe game had to be altered to suit the US player, we would be doing agreatdisservice to completely alter/change characters and/or plot points. Italsowould mean rewriting large parts of the game if we were to change keyplotpoints. We tried to walk the fine line of keeping the original visionwhilemaking an enjoyable game for English-speakers. Brandon: ゲーム全体に影響するので、「根本的な」変更はないと思っています。キャラが悪から善へと変わってしまえば、オリジナルのコンセプトから変えてしまうでしょう。アメリカのユーザーのために変えたら結局は大きな弊害になります。 JP There were concerns we would have to change some of the more mature sectionsofthe Japanese version, but luckily, everything was able to get throughunscathedeven though I had to tone down some things because concepts of age andmaturityare a bit different in the west. I think the biggest changes come tothe jokes.Some of them are just incomprehensible to westerners, and while thereis avocal set that wants everything exactly the same, I feel the jokes have tobemade culturally relevant to gamers. JP: 私たちは完成された日本版のうち、幾つか変更せねばならないかという懸念がありました。しかし、幸運にも、多少変えなくてはならない面がありましたが、全て根本的な変更はなく作成することができました。最大の変更点はジョーク関係でしょう。アメリカ人には理解できないジョークもありました。全て正確に海外のプレイヤーに伝えたいのであれば、ジョークも文化的に同じでないと無理だと思います。 Janet Plot-wise, we didn’t have to change anything, but character-wise, we hadafew things we had to change. For example, there is one character who is abiton the perverse side of things, and while it’s alright to make jokesaboutbeing perverse in Japanese culture, that sort of thing is not so welcomedinour own, so he had to be toned down. Janet: シナリオに関しては、変更する必要は全くありませんでした。しかし文字に関しては変更せざるを得ない部分がありました。例えば、日本文化では悪い性格の人物に対するジョークが問題ないのですが、それらの類は私たちにはあまり受け入れられないので、弱めた表現をせざるを得ませんでした。 NP What were some jokes that had to be completely reworked from theJapaneseversion? NP: 日本版から完全に変更しなければならなかったジョークは何ですか? Brandon A lot of the jokes that involve Phoenix’s last name “Wright” werenewjokes for the US version of the game. Since his name is not Phoenix Wrightinthe Japanese version, all of these jokes were new. Generally speaking, most of the jokes that appear in the English versionarequite different than the Japanese version due to the differences inhumor.Sarcasm, for instance, is not something that most Japanese people willfindhumorous. It was important to keep the overall humor of the game, but toconveyit in a way that an English-speaking audience could understand andfindfunny. Brandon: Phoenixの名字であるWrightは、英語版のために新しいジョークを作成するのに使われました。 一般的に、英語版でのジョークのほとんどは、日本語版とは全く異なります。皮肉は日本人にとってユーモラスだと感じないものもあります。しかし、英語圏のプレイヤーがユーモアを理解して、ゲームの総合的な面白さを保つのは重要でした。 JP My favorite example is when Moe goes crazy in case 3. Whenever caught in alie,he would launch into a stream of funny, but untranslatable gibberish. IntheEnglish version, Moe’s gibberish has become an upscale kind ofjibberjabber. JP: 私が好きな部分はMoe(トミー)が3話でクレイジーなトークをする場面です。愉快で翻訳できない、ワケのわからない話になってしまいます。英語版ではワケのわからない話は超早口のおしゃべりになっています。 Janet The humor of this game relies heavily on its jokes . . . we had to changequitea number of them. A lot of Japanese humor is derived from culturalreferences,but more than cultural references, this series is about wordplay.Takumi-san isa huge fan of playing with words to extract humor, and needless tosay,Japanese word-based jokes are not translatable. So we created a lot ofjokesfrom scratch. One of my personal favorites that we came up with has to dowithPearl and her comments about the TV remote in episode 4. Janet: このゲームの面白さはジョークにかかっています。私たちは、これらのほとんどを変えなくてはなりませんでした。日本の冗談には日本の文化が背景にあります。しかし、このシリーズでは文化的なものより、言葉のやりとりの面白さが目立っています。巧氏は言葉遊びの天才です、しかし、言うまでもなく、日本語に基づく冗談は翻訳できません。そこで、私たちはゼロから多くの冗談を作成しました。個人的に好きなもののひとつが、4話のPearl(春美)とのテレビに関するコメントです。 NP In the first Phoenix, the setting seemed to intentionally not be specified,butin Justice for All, there’s a distinctly Japanese village, and at thesametime, “the Heartland” is mentioned as “part of this country.”There’salso the matter of which side of the car the steering wheel is on. Howdid youdeal with these cultural and geographic issues? NP: 2作目では、明確に日本風の村と思われるものが登場し、同時に、故郷(=日本風の村)はこの国の一部(=アメリカの一部に日本っぽい村が出てきてしまったということ)となっています。また、車のハンドルがどちらについているかという問題もあります。これらの文化的、地理的問題をどう対処しましたか? Brandon The US version of Phoenix Wright Justice for All is set in the US. Wethinkthat while some aspects of the game may have a Japanese flair, itdoesn’tnecessarily mean that it is set in Japan. There are many areas withintheUnited States where Japanese culture and traditions are observed. Maya’shomevillage is one of these areas. Brandon: 北米版2はアメリカを舞台としています。ゲームの舞台には日本的なものがありますが、それらは日本でなくてはならないという意味ではないと考えています。アメリカにも日本文化と伝統が守られる地域があり、Maya(真宵)の故郷も、これらの地域のひとつだということです。 JP You change them to something culturally relevant to your targetaudience.Steering wheels, signboards, etc. all have to make sense to everyonepicking upand playing the game. While it has an anime feel, Phoenix Wrightshouldn’trequire a Japanese degree to play the English version. JP: 文化的に問題があるものを差し替えてみてください。ステアリングホイール、看板、その他は全て変更されています。英語版をプレイするときに、日本の知識は必要ありません。 Janet Actually, we set the English version of the game to take place in LosAngeles,hence the time-difference puzzle in the first game. However, had westated thatin the game, it probably would have ruined that puzzle. The culturalandgeographical issues were not as big of a problem as some people mightimagine.I personally feel that since the world of Phoenix Wright is clearly notourown, some differences can be allowed. Things like the steering wheelcancertainly be the same, but a Japanese-style village could theoreticallyexistif, say, the Fey family immigrated and then established their own villagein amountainous area of California. At least, that’s how I rationalizedit. ジャネット: 実際、1作目1話では時差のエピソードを差し替えていますが、それによって舞台がロサンゼルスになりました。しかし、文化的・地理的な問題は、さほど大きくはありませんでした。PhoenixWright世界では、それらのズレが許容されているのではないかと、個人的に思います。ハンドルのネタでも同じことがありますし、Fey(綾里)一族が移住してカリフォルニアの山岳地帯に村を作ったというような感じで合理的に説明ができるでしょう。 NP What characters did you especially enjoy writing for? Were there anycharactersthat were particularly challenging? NP: どのキャラクターのテキストを書くときに楽しかったですか? 特に思い出深いキャラはいますか? Brandon Some characters with extreme personality quirks are always both funandstressful to write for. Moe the clown, for example, presented a challengeofwriting for a clown who is no longer considered funny by anyone but himself.Itwas also important to show that this character had a big heart. So it wasachallenge to find the proper balance between silly jokes and seriousdialogueso that the player would not become annoyed by his “craziness.” Wethinkthe payoff, though, is well worth it when it is done right. We feel wewereable to create a character that the player will both like and dislike atthesame time. We believe this helps to create a more realistic andbelievablecharacter. Brandon: 極端な性格は常に面白く、また、書くことはストレスでもあります。例えば、Moe(トミー)はもう自分以外の誰によってもおかしすぎて考えられないピエロという挑戦でした。この人物が大物であることを示すのは重要でもありました。プレイヤーがストレスに悩まない程度にバカな冗談と重要な話との間でバランスをとることが要求されました。私たちは、プレイヤーに好まれたり、同時に嫌われたりするキャラを作ることができたと思います。このことで、リアルに存在するような人物を思い起こさせるでしょう。 JP Moe is my boy. I love him like a clown loves a Volkswagen. As far aschallengingcharacters, Acro sparked some heated arguments on how to get histone andpersonality right. JP: Moeはもはや自分の息子のようなものです。私はフォルクスワーゲンのマークのクラウン(英語ではピエロと王冠の意味の両方がある)並に彼が好きです。Acro(アクロ)はその個性について、熱い議論が交わされました。 Janet Wow, that’s tough. I enjoyed writing all of them, to be honest. Eachcharacterhad their own unique trait that I loved and even characters likeLotta Hart orWendy Oldbag, who some people found annoying, had their owncharm. But if I hadto pick three, I’d say Franziska von Karma, Shelly deKiller, and AdrianAndrews. As for challenging, I’d say Morgan Fey is thewinner. Her speechpattern in Japanese is a very old style and translating thatinto English was atough one. Janet: 私は全て楽しかったです。各々のキャラは彼ら独特のユニークな特徴を持ち、一部の人には腹立たしいと思われているらしい、LottaHart(大沢木ナツミ)やWendyOldbag(オバチャン)ですら魅力的でした。ベスト3はFranziskavonKarma(狩魔冥)とShelly deKiller(コロシヤ)、AdrianAndrews(華宮霧緒)です。難しかったのはMorganFey(綾里キミ子)で、彼女の日本語が古いスタイルだったので苦労しました。 NP Were there any big graphical changes that had to be made during thelocalizationprocess? NP: 翻訳のためにグラフィックを変えなくてはならない点はありましたか? Brandon As with most games that originate in Japan, there are graphics thathaveJapanese Kanji or other Japanese characters on them that have to be changedforan American version. Since Phoenix Wright doesn’t rely as heavily onchanginggraphics, the changes are not as difficult to make. Brandon: 日本からの大部分のゲームと同じく、日本語、漢字などのためにアメリカ版では変更しなくてはならないものがあります。大きな変更ではないので難しくはありません。 Janet There were a few changes that were made, and most had to do with changingsignsin the background and clues into their English counterparts. However, oneofthe more interesting changes had to do with how to change adistinctivelyJapanese seal into something more Western. We decided in the endthat if wewere to go with a signature, it would give the identity of the personaway, sowe dropped that part of the picture entirely. Janet: 幾つか変更点がありました。物語のヒントになる部分はグラフィック担当者にそれを伝えました。しかしながら、よりおもしろい変化のひとつはどのようにはっきりと日本語をより西洋の何かに変える方法を処理しなければなりませんでした。結局は認識のためにグラフィックを変えるのをやめました。 NP Did you have any localization troubles stemming from the differencesbetweenreal law and the way law is portrayed in the game? NP: 本当の法律との違いから翻訳に関するトラブルはありましたか? Brandon The world of Phoenix Wright is based more upon the Japanese structure oflawthan US law. While references and dialogue were able to be translatedintoEnglish, the law of the game still stayed fundamentally intact fromtheoriginal Japanese version. This is one area that we really couldn’tchangewithout altering the entire game structure. We could make referencesandcharacters relevant for US audiences, but to change the law structure ofthegame would have sacrificed what made the game so popular in the first place.Sofor American audiences, I am sure at times the laws of the Phoenix Wrightworldwill be quite wacky. Brandon: PhoenixWrightの世界は、アメリカの法律よりも日本の法律に基づいています。基本的に翻訳では日本版とはゲームのルールを変えることはしませんでした。アメリカの法律に基づくように変更もできましたが、ゲーム内での法律の構造を変えれば元のゲームが崩れてしまいます。ですので、アメリカ人には、PhoenixWrightの世界の法律は独自と言っています。 JP Nope. I don’t recommend playing Phoenix Wright to study for thebarexamination. JP: 司法試験のためにPhoenixWrightをプレイすることはお勧めできません。 Janet Actually, there is one that caused us to rethink how to phrase a fewsentencesin the game, but if I told you now, it would be a spoiler. Suffice tosay, theway the law is portrayed in the game is more Japanese than not, butenough ofit is different from real Japanese law that we could take similarlibertieswithin the confines of the American legal system. Janet: 実は、ゲーム中で2、3個ほどどう表すか再考したフレーズがあります。ここではネタバレになるので話しませんが。ゲーム内の法律は日本を元にしていますが、それらは私たちがアメリカの法律制度の範囲の中で類似した、自由に持っていくことができた本当の日本の法律と異なります。 NP What are your thoughts on Phoenix being successful enough to get a sequelinNorth America? NP: シリーズの続編を作るためには充分成功していると思われますが、いかがですか。 Brandon It is actually quite surprising that Phoenix Wright was successful in theUS.Text-based adventure games have been declining in popularity over the past10years or so. But it goes to show that people still love a good storycombinedwith a good mystery. We also think that people can really relate tothecharacters. In too many games there are very flat, one-dimensionalcharacters.In the world of Phoenix Wright, while the characters may appearwacky, theplayer can get a real sense of the makeup of each character. Webelieve thecharacters in Phoenix Wright are not so black-and-white, that theyfeel morelike real people. We believe this aspect is important in telling agood storyand people have picked up on that.Brandon: PhoenixWrightがアメリカで成功したことは、実際驚くべき出来事です。テキストアドベンチャーの人気はここ10年ほど落ち込んでいました。しかし、PhoenixWrightの成功は、良いミステリーとそれに基づくストーリーが好まれていることを示しています。これはキャラクター人気にも関連していると思います。多くのゲームでは平べったいキャラクターばかりですが、PhoenixWrightではキャラクターがリアルであると言えます。彼らがリアルな人物だと感じるために、白か黒かといった二次元論ではない部分があります。私たちはこれが良質のストーリーを生み出すのに重要であること、また、ゲーマーがそれに気づいたのだろうと思います。 JP Originally it wasn’t thought that the game could work in the States. It isatestament to both Takumi-san’s story and all of those involved inthelocalization that such a unique game could find a home where just a fewyearsago no one thought it was possible. JP: 当初、このゲームがアメリカで動くことになるとは思われませんでした。これは、数年前、誰も翻訳が可能だと思わなかった頃の巧氏の話と翻訳に関係するそのような面白いゲームを見つけることができたという証言です。 Janet All I can say is wow. I think Phoenix’s success has surprised everyonehere,but thank you, everyone, for your support. I hope Justice for All lives uptoits predecessor, and please look forward to more of the Ace Attorney seriesinthe future! Janet: とにかく大当たりだったと言えます。PhoenixWrightの成功に驚いたみなさんに、支援の謝意を表します。JusticeforAllの成功と、将来のAceAttorneyシリーズを楽しみにしていてください! ▲ページ上へ▲
https://w.atwiki.jp/android/pages/43.html
チュートリアル:ノートパッドエクササイズ1 本エクササイズではシンプルなノートリストを作ります。このノートリストを使ってユーザは新規ノートを追加することができますが、ノートの編集を行うことはできません。本エクササイズでは以下の事項をデモンストレートします。 ListActivities の基本、メニューオプションの作成・操作の基本 SQLite データベース内のノートへのアクセス/保存方法 ArrayAdapter (ListView にバインドするためのもっともシンプルな方法の一つ)を用いてデータを ListView にバインドする方法 リストビューの配置の仕方やアクティビティメニューへのアイテムの追加のやり方、アクティビティがアクティビティメニューアイテムをどのように扱うか、といったスクリーンレイアウトの基本 [エクササイズ1] [エクササイズ2?] [エクササイズ3?] [追加事項?] Step 1 Notepadv1 プロジェクトを開きます。 Notepadv1 は開始点として提供されるプロジェクトです - it takes care of some of the boilerplate work that you have already seen if you followed the Hello Android tutorial (すでにHello Android(もしもしアンドロイド)のチュートリアルで見ているかもしれませんが、共通する説明があります。) 2. browse ボタンを押し、あなたが本エクササイズをコピーしたフォルダを選択し、その中からNotepadv1を選んでOKを押してください。 a. Package Explorer で右クリックし、New- Project... を選択してください。 b. Android/Android Project を選択し、Next を押してください。 c. New Android Project のダイアログで、Create project from existing source(既存のソースからプロジェクトを作成)を選択してください. d. browse ボタンを押し、あなたが本エクササイズをコピーしたフォルダを選択し、その中からNotepadv1を選んでOKを押してください。 e. Project name 欄に Notepadv1、Location 欄に選択したパスが表示されることを確認してください。 f. Finish を押します。 g. 本エクササイズのプロジェクトが Eclipse の Package Explorer に開かれ準備が完了します。 h. もし AndroidManifest.xml にエラー表示が出ていたり、Android の zipファイルに関連する問題が表示された場合は、プロジェクトの上で右クリックし、ポップアップから、Android Tools- Fix Project Properties を選択してください。(プロジェクトがライブラリの場所を正しく見ていないので、この操作でそれを修復します。) Step 2 データへのアクセスと更新について このエクササイズにおいては、単にSQLiteデータベースを直接使ってデータを保存しますが、実際のアプリケーションでは正当なContentProviderを作成し、処理をカプセル化する方がずっと良いでしょう。 もし興味があれば、content provider やデータの保存/検索/表示などに関する情報をいろいろと見つけることが出来るでしょう。 DBHelper クラスを見てみてください - このクラスは、我々が作成するノートのデータを保持するとともにその更新も可能にする、SQLiteへのデータアクセスをカプセル化するために提供されています。 典型的にはContentProviderを用いることでこのクラスを実装します。そして実際、SDKには行っている完全なNotepadアプリケーションはそのようなContentProviderを実装しています。しかし、我々がこれからするように、単にSQLiteデータベースを直接利用していけない理由はありません。このクラスについて注意すべき重要なことは、それがSQLiteデータベースのデータの保存、参照、更新の詳細の面倒をみてくれるということです。全ての行を取得するメソッド、行IDに基づいて行を取得するメソッド、新しい行を作成するメソッド、既存の行を削除するメソッド、既存の行を更新するメソッドがあります。もしあなた自身のアプリケーションでSQLiteデータベースを利用する方法に関する入門を希望なら、このクラスを見てみるか、より良くは、ContentProviderの利用例として SDK の samples/ ディレクトリに入っている完全なNotepadアプリケーションを見てみてください。 Step 3 Layout と activity とについて ほとんどのActivityはそれに関連付けられたレイアウトを持っています。レイアウトはユーザに対してそのactivityの「顔」となります。今回の例では我々のレイアウトは画面全体を覆いノートの一覧を提供します。 しかし、フルスクリーンレイアウトはActivityにとっての唯一の選択肢ではありません。フローティングレイアウト(たとえばダイアログとか警告のように)が欲しいこともあるでしょうし、レイアウトを全く必要としないこともあるでしょう(使用するレイアウトを決めない場合、activityはユーザに見えなくなります)。 Open the notepad_list.xml file in res/layout and take a look at it This is a layout definition file with a default starting point in it, we have provided this as a convenience to get you going quickly. 1. All Android layout files must start with the XML header line ?xml version="1.0" encoding="utf-8"? . 2. Also, the next definition will often (but not always) be a layout definition of some kind, in this case a LinearLayout. 3. Note also that the xml namespace of Android should always be defined in the top level component or layout in the XML so that android tags can be used through the rest of the file xmlns android="http //schemas.android.com/apk/res/android" Step 4 We need to create the layout to hold our list. Add code inside of the LinearLayout tag so the whole file looks like this (you may have to hit the Source tab in order to edit the XML file) ?xml version="1.0" encoding="utf-8"? LinearLayout xmlns android="http //schemas.android.com/apk/res/android" android layout_width="wrap_content" android layout_height="wrap_content" ListView id="@id/android list" android layout_width="wrap_content" android layout_height="wrap_content"/ TextView id="@id/android empty" android layout_width="wrap_content" android layout_height="wrap_content" android text="@string/no_notes"/ /LinearLayout 1. The ListView and TextView can be thought as two alternative views, only one of which will be displayed at once. ListView will be used when there are notes to be shown, while the TextView (which has a default value of "No Notes Yet!" defined as a string resource, will be displayed if there aren t any notes to display). 2. The @ in the id strings of the ListView and TextView means that the XML parser should parse and expand the rest of the id string and use an ID resource. 3. And, the android list and android empty are IDs that are already provided for us by the Android platform, empty is used automatically when no data is provided in the list adapter. The List Adapter knows to look for these names specifically by default. Alternatively you could also choose to change the default empty view used by the List Adapter by using the setEmptyView(). More broadly, the android.R class is a set of predefined resources provided for you by the platform, while your project s R class is the set of resources your project has defined. Resources found in the android.R resource class can be used in the XML files by using the android name space prefix (as we see here). Step 5 Resources and the R class The folders under res/ in the Eclipse project are special. There is a specific structure to the folders and files under this folder. In particular, resources defined in these folders and files will have corresponding entries in the R class allowing them to be easily accessed and used from your application. Furthermore, they will be bundled and deployed as part of the application. To make a list view, we also need to define a view for each row in the list 1. Create a new file under res/layout called notes_row.xml. 2. Add the following contents (note again the xml header is used, and the first node defines the Android xml namespace) ?xml version="1.0" encoding="utf-8"? TextView id="@+id/text1" xmlns android="http //schemas.android.com/apk/res/android" android layout_width="wrap_content" android layout_height="wrap_content"/ 3. This is the view that will be used for each notes title row — it has only one text field in it. 4. In this case we create a new id called text1. The + after the @ in the id string indicates that the id should be automatically created if it does not already exist, so we are defining text1 on the fly and then using it. 5. After saving this file, open the R.java class in the project and look at it, you should see new definitions for notes_row and text1 (our new definitions) meaning we can now gain access to these from the our code. Step 6 Next, open the Notepadv1 class in the source. We are going to alter this class to become a list adapter and display our notes, and also allow us to add new notes Notepadv1 will be a subclass of Activity called a ListActivity, which has extra functionality to accommodate the kinds of things you might want to do with a list, for example displaying an arbitrary number of list items in rows on the screen, moving through the list items, and allowing them to be selected. Take a look through the existing code in Notepadv1 class. There are some constant definitions at the top, followed by a private field we will use to create numbered note titles, and some overrides of methods from the superclass. Step 7 Change the inheritance of Notepadv1 from Activity to ListActivity public class Notepadv1 extends ListActivity Note you will have to import ListActivity into the Notepadv1 class using Eclipse, ctrl-shift-O on Windows or Linux, or cmd-shift-O on the Mac (organize imports) will do this for you. Step 8 There are already three override methods defined onCreate, onCreateOptionsMenu and onOptionsItemSelected, we need to fill these out * onCreate() is called when the activity is started — it is a little like the "main" method for the activity. We use this to set up resources and state for the activity when it is running * onCreateOptionsMenu() is used to populate the menu for the activity. This is shown when the user hits the menu button, and has a list of options they can select (like "Create Note") * onOptionsItemSelected() is the other half of the menu equation, it is used to handle events generated from the menu (e.g. when the user selects the "Create Note" item). Step 9 Fill out the body of the onCreate() method. Here we will set the title for the activity (shown at the top of the screen), use the notepad_list layout we have created for the activity display contents, set up the DBHelper instance we will use to access notes data, then populate the list with the available note titles 1. call super() with the icicle parameter passed into our method 2. setContentView to R.layout.notepad_list 3. Create a new private class field called dbHelper of class DBHelper (before the onCreate method) 4. Back in the onCreate method, construct a DBHelper instance — assign to the dbHelper field (note, you must pass this into the constructor for DBHelper) 5. Finally, call a new method -fillData()- gets the data and populates it using the helper, we haven t defined it yet 6. onCreate() should now look like this @Override public void onCreate(Bundle icicle) { super.onCreate(icicle); setContentView(R.layout.notepad_list); dbHelper = new DBHelper(this); fillData(); } And remember to add the DBHelper field definition (right under the noteNumber definition) private DBHelper dbHelper; Step 10 More on menus The notepad application we are constructing only scratches the surface with menus. You can also add shortcut keys for menu items, create submenus and even add menu items to other applications!. Fill out the body of the onCreateOptionsMenu() method. We are going to add just one menu item for now, "Add Item", using a string we will create in strings.xml, and defined with a constant we will create at the top of the class to identify the Add Item operation. 1. In strings.xml resource (under res/values), add a new string for menu_insert with text "Add Item" string name="menu_insert" Add Item /string , then save the file 2. Also, you need a menu position constant at the top of the Notepadv1 class (right under the KEY_BODY definition) public static final int INSERT_ID = Menu.FIRST; 3. In the onCreateOptionsMenu() method, add the menu item. Also take care of the result of the super call being returned. The whole method should now look like this @Override public boolean onCreateOptionsMenu(Menu menu) { boolean result = super.onCreateOptionsMenu(menu); menu.add(0, INSERT_ID, R.string.menu_insert); return result; } Step 11 Fill out the body of the onOptionsItemSelected() method This is going to handle our new "Add Note" menu item. When this is selected the onOptionsItemSelected() method will be called with the item.getId() set to INSERT_ID (the constant we used to identify the menu item). We can detect this, and take the appropriate actions 1. The super.onOptionsItemSelected(item) method call goes at the end of this method — we want to catch our events first! 2. Switch statement on item.getId() 3. case INSERT_ID 4. calls new method createNote() 5. break at the end of the case 6. return the result of the superclass onOptionsItemSelected() method at the end 7. The whole onOptionsItemSelect() method should now look like this @Override public boolean onOptionsItemSelected(Item item) { switch (item.getId()) { case INSERT_ID createNote(); break; } return super.onOptionsItemSelected(item); } Step 12 Add a new createNote() method In this first version of our application, createNote() is not going to be very useful. We will simply create a new note with a title assigned to it based on a counter ("Note 1", "Note 2"...) and with an empty body. At present we have no way of editing the contents of a note, so for now we will have to be content making one with some default values 1. String noteName = "Note " + noteNumber++; (Construct the name using "Note" and the counter we have defined in the class) 2. Call dbHelper.createRow() using noteName as the title and "" for the body 3. Call fillData() method again after adding (inefficient but simple) 4. The whole createNote() method should look like this private void createNote() { String noteName = "Note " + noteNumber++; dbHelper.createRow(noteName, ""); fillData(); } Step 13 List adapters Our example uses a very simple array adapter which binds an array or list of items into a ListView. More commonly in Android, List Adapters go hand in hand with ContentProviders, and this is also a very easy way to use lists. To bind a ContentProvider to a ListView you can use a android.widget.SimpleCursorAdapter to bind data from a ContentProvider into a ListView Define the fillData() method. This is fairly long This method uses ArrayAdapter, which is the simplest way of putting data into a ListView. ArrayAdapter takes either a List or an array of Strings, and binds them into a text view provided in the layout defined for the list row (this is the text1 field in our notes_row.xml layout). The method simply obtains a list of notes from the database helper, constructs a List of Strings using the title strings from each row, and then creates an ArrayAdapter out of those items and bound to use the notes_row we defined. private void fillData() { // We need a list of strings for the list items List String items = new ArrayList String (); // Get all of the rows from the database and create the item list List Row rows = dbHelper.fetchAllRows(); for (Row row rows) { items.add(row.title); } // Now create an array adapter and set it to display using our row ArrayAdapter String notes = new ArrayAdapter String (this, R.layout.notes_row, items); setListAdapter(notes); } 1. ArrayAdapter needs a List of Strings (List String ) containing the items to display 2. The data is read out of the database as rows, and the title field from each row is used to populate the list of strings 3. We specify the notes_row view we created as the receptacle for the data 4. If you get compiler errors about classes not being found, ctrl-shift-O or (cmd-shift-O on the mac) to organize imports. Note that for this exercise we use an ArrayAdapter, this is not a very scalable solution and more typically a SimpleCursorAdapter would be used with a ContentProvider or at least a Cursor returned from a query. See the sidebar on List Adapters for more information. Step 14 Run it! 1. Right click on the Notepadv1 project 2. From the popup menu, select Run As - Android Application 3. If you see a dialog come up, select Android Launcher as the way of running the application (you can also use the link near the top of the dialog to set this as your default for the workspace, this is recommended as it will stop the plugin from asking you this every time) 4. Add new notes by hitting the menu button and selecting Add Item from the menu Solution and Next Steps You can see the solution to this class in Notepadv1Solution from the zip file to compare with your own. Once you are ready, move on to Tutorial Exercise 2 to add the ability to create, edit and delete notes. Back to the Tutorial main page...
https://w.atwiki.jp/satoschi/pages/7444.html
Newar【new】 ネワール語 00 Sino-Tibetan 01 Tibeto-Burman 02 Western Tibeto-Burman 03 Himalayan 04 Central Himalayan 05 Newar Bhujimol script【Zzzz】 Brahmi script【Brah】 Devanagari script【Deva】 Golmol script【Zzzz】 Gupta script【Zzzz】 Hinmol script【Zzzz】 Kunmol script【Zzzz】 Kutakshari script【Zzzz】 Kwenmol script【Zzzz】 Litumol script【Zzzz】 Pachumol script【Zzzz】 Prachalit script【Zzzz】 Ranjana script【Zzzz】 《現》living language インド【IN】 ネパール【NP】 言語名別称 alternate names Nepal Bhasa ネパール・バサ語 Nepala bhasa Newaah Bhaaye Newal Bhaye Newari Nēwāri Pahri 方言名 dialect names Badikhel Pahari Baglung Baktapur Balami Bhaktapur Citlang Dolkhali (Newari (Dolakha), Dolakha, Dolakha Newari) Gopali Kathmandu-Patan-Kirtipur Kathmandu-Pathan-Kirtipur (Newari (Kathmandu), Kathmandu Newari) Pyang Gaon Sindhupalchok Pahri (Pahri, Pahari, Pahrī, Pahī, Paḍhī) Totali 表記法 writing Bhujimol script【Zzzz?】 Brahmi script【Brah?】 Devanagari script【Deva】 Golmol script【Zzzz?】 Gupta script【Zzzz?】 Hinmol script【Zzzz?】 Kunmol script【Zzzz?】 Kutakshari script【Zzzz?】 Kwenmol script【Zzzz?】 Litumol script【Zzzz?】 Pachumol script【Zzzz?】 Prachalit script【Zzzz?】 Ranjana script【Zzzz?】 参考文献 references WEB ISO 639-3 Registration Authority - SIL International LINGUIST List Ethnologue Wikipedia ウィキペディア
https://w.atwiki.jp/mainichiwaiwai/pages/51.html
「財布にやさしい健康的なヘルピング・ハンド」 A healthy helping hand that won t deplete your wallet 2007年8月11日配信 http //mdn.mainichi.jp/culture/waiwai/archive/news/2007/08/20070811p2g00m0dm002000c.html Are you suffering from severe carpal tunnel syndrome and physically unable to relieve yourself? Or are you merely experiencing short-term cash flow problems and unable to afford honban (the real thing) or sumata -- best described as the closest you can get to the real thing without penetration? Whatever the problem, Asahi Geino (Aug. 9) reports there s any number of ways to flog a dolphin, so to speak, by seeking out the type of affordable emporiums referred to in the pink trade as "hand health." Indeed, if you re at ease with a brief burst of low-budget worm-burping, te-koki (hand job) services are available in major cities for as little as 2,980 yen. What s more, the femmes who work these shops are not only cute, but offer a full repertoire of tossing techniques, from titillating up to tumescence at the start, to a brisk pumping of the prostate for the finale. At "Chick and Chacha" in Shinjuku s Kabukicho, Asahi Geino discovers, the customers who drop in range from kids in their teens to elderly retirees. It s easy to see why, as a friendly fling from a flying-fingered milkmaid costs them only 4,000 yen. "A lot of our customers tell me they drop in just before they are obliged to attend those boring afternoon company meetings," says Izumi, who s 23. "I guess they figure getting a good wank beforehand makes the time seem to pass faster." You can never tell how much a guy will ejaculate," observes Sakura, a masseuse at "CC Cats" in Shibuya, who says she s 21. "Some guys build up a real load and let fly with what looks like three shots all at once." "Let s see how much we can come up with," she winks, reaching for the reporter s crotch. She applies milk lotion to the various parts, while gently fondling his anus, and began vigorous hand action. But when she detected he was about to pop, she slowed down, speeding up and slowing down, prolonging the process until his milky missile was into the final stages of launch. "Ready so soon? I thought you d hang on a little longer," she pouts. "You wouldn t be able to satisfy a gal like this." "But ... I can t hold back any longer," he gasps, and soon he s huffing and puffing with his second spurt of the session. "You can have regular sex with a girl without paying for it, but she won t give you this sort of service, will she?" Sakura remarks smugly, essentially rationalizing why so many males ultimately find the commercial version of sex more satisfying than emotional relationships. In Kansai, explains Asahi Geino, hand health clubs are referred to as "ona-kurabu," where the "ona" a shortened form of Onanism. Their number is relatively few, probably no more than 10. But what they lack in quantity is made up for in quality. "To make sure our customers are satisfied, we combine a wide variety of courses and options along with cute masseuses," asserts a staff member of "Pink Hands," located in the Tanimachi 9-chome district. Our reporter opts for the 20-minute hand job course for 6,000 yen. Before the fun begins, he s handed a questionnaire sheet and asked to write in his responses to nine questions, including, "How do you like the girl to talk to you?" And "Do you prefer a vigorous wanking speed or slower one?" "This enables the girl to provide customized services," the staff member explains with a completely straight face. Cooing in Kansai dialect, Miss Pink Hands shifted to a firm two-handed grip at the base of the reporter s root, and while permitting him to massage her nipples at no extra charge, proceeded to milk him dry. (By Masuo Kamiyama, People s Pick contributor)
https://w.atwiki.jp/jpops/pages/12864.html
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PS4®『Horizon Zero Dawn』の開発スタッフから届いた貴重な制作秘話を公開! - PlayStation.com 『ファークライ ニュードーン』 レビュー - IGN JAPAN 【今日のスタート】PS4/Xbox One/PC『FARCRY New Dawn(ファークライ ニュードーン)』本日2月15日(金)発売!! 『ファークライ5』後、崩壊した世界を描く! - STARTT.jp 『ファークライ ニュードーン』のカスタマイズ要素を紹介するトレーラーが公開!楽しげなコスチュームでフレンドと大暴れできそう - IGN JAPAN 『ファークライ ニュードーン』のナラティブディレクターに聞く、ファークライらしいアポカリプスの形 前作のキャラも混じえて描く本作のテーマとは - IGN JAPAN 『FARCRY NEW DAWN』2019年2月15日に発売決定、シリーズ最新作はポストアポカリプスの世界が舞台【The Game Awards 2018】【リリース追記】 - ファミ通.com 『モンスターハンター:ワールド』 、『Horizon Zero Dawn』とのコラボクエスト第3弾“ノラの深奥”を11月23日まで開催中。11月30日からは“アステラ祭【煌めきの宴】”が開催! - ファミ通.com PS4®『モンスターハンター:ワールド』で本日より『Horizon Zero Dawn』スペシャルコラボ第3弾が開催! - PlayStation.com 『Horizon Zero Dawn』のアート集の邦訳版「ジ・アート・オブ Horizon Zero Dawn」10月15日発売! - PlayStation.com 海賊黄金期が舞台のオープンワールドサバイバル『New Dawn』早期アクセス開始!先住民となり海賊と対峙 - Game*Spark 「A NEW DAWN RISES…」SNKが新作ゲームの発表を予告! 9月10日に情報公開予定 - Game*Spark あなたは多数派? 少数派?『Horizon Zero Dawn』プレイデータの統計を公開! - PlayStation.com 『Horizon Zero Dawn』発売1周年を記念し、DL版のセールやテーマ&アバターの無料配信をPS Storeで実施! - PlayStation.com 『モンスターハンター:ワールド』で『Horizon Zero Dawn』コラボ第2弾開催!辻本プロデューサー直撃取材! - PlayStation.com 『モンスターハンター:ワールド』 イベントクエストスケジュールを公開! 『Horizon Zero Dawn』とのコラボ第2弾も開催決定 - ファミ通.com 『モンスターハンター:ワールド』が600万本を突破!『Horizon Zero Dawn』コラボ第2弾も開催決定! - PlayStation.com 『Horizon Zero Dawn Complete Edition』発売!『凍てついた大地』も遊べてお得!【特集第2回/電撃PS】 - PlayStation.com 『Horizon Zero Dawn』が「PS Awards 2017」で2つの賞を獲得! 受賞を記念して、開発者の対談映像を公開! - PlayStation.com 『Horizon Zero Dawn:凍てついた大地』北の地で直面する新たな脅威とは?【特集第1回/電撃PS】 - PlayStation.com 拡張コンテンツ「凍てついた大地」も含む完全版!『Horizon Zero Dawn Complete Edition』12月7日発売決定! - PlayStation.com 『Horizon Zero Dawn』拡張コンテンツ「凍てついた大地」の日本国内発売が11月7日に決定! 予約受付開始! - PlayStation.com 「Horizon Zero Dawn」の1.30アップデートが実施。メインクエストをクリア後にプレイ可能な,新難度も選べる「NEW GAME+」が追加に - 4Gamer.net 『Horizon Zero Dawn』に高難易度が選べる「NEW GAME+」モードを新たに追加! アップデート1.30配信! - PlayStation.com 『Horizon Zero Dawn』のDLC“The Frozen Wilds(仮題)”では、バヌーク族とアーロイの新たな物語を描く。ゲリラゲームズのキーマンにインタビュー【E3 2017】 - ファミ通.com 『Horizon Zero Dawn』アップデート1.20でフォトモードの機能を追加! 『SHAREfactory』用テーマも配信! - PlayStation.com 「Horizon Zero Dawn」レビュー - GAME Watch 『Horizon Zero Dawn』ディスプレイコンテスト結果発表! - PlayStation.com プレイヤーは『Horizon Zero Dawn』のどこに魅せられたのか!? ユーザーの意見を紹介!【特集第4回/電撃PS】 - PlayStation.com ついに発売&最新動画公開!『Horizon Zero Dawn』の面白さとは? その魅力に迫る【特集第3回/電撃PS】 - PlayStation.com 『Horizon Zero Dawn』最新映像「サンダージョー」「ストームバード」「スナップモウ」「ベヒーモス」公開! - PlayStation.com 知恵を絞って巨大な機械を狩る! 『Horizon Zero Dawn』のハンティングの流れをチェック【特集第2回/電撃PS】 - PlayStation.com PS4®Proは『Horizon Zero Dawn』をどのように高めるか――開発スタッフが語る新たな表現技法の世界 - PlayStation.com 大地は何に奪われたのか?『Horizon Zero Dawn』世界を支配する機械たちの生態に迫る【特集第1回/電撃PS】 - PlayStation.com FPSからオープンワールド・アクションRPGへ。『Horizon Zero Dawn』最新PV「新たなジャンルへの挑戦」公開! - PlayStation.com 『Horizon Zero Dawn』最新映像「Cinematic」公開! 壮大なストーリーの一端がついに明らかに!! - PlayStation.com 「Horizon Zero Dawn」はキャラクターのコンセプトアートから始まった。開発者が語るユニークな制作過程とは - 4Gamer.net NEW DAWNとは NEW DAWNの70%は華麗さで出来ています。NEW DAWNの14%は夢で出来ています。NEW DAWNの8%はビタミンで出来ています。NEW DAWNの8%は苦労で出来ています。 NEW DAWN@ウィキペディア NEW DAWN Amazon.co.jp ウィジェット 掲示板 名前(HN) カキコミ すべてのコメントを見る ページ先頭へ NEW DAWN このページについて このページはNEW DAWNのインターネット上の情報を集めたリンク集のようなものです。ブックマークしておけば、日々更新されるNEW DAWNに関連する最新情報にアクセスすることができます。 情報収集はプログラムで行っているため、名前が同じであるが異なるカテゴリーの情報が掲載される場合があります。ご了承ください。 リンク先の内容を保証するものではありません。ご自身の責任でクリックしてください。
https://w.atwiki.jp/coinwiki/pages/53.html
This is a multi-threaded multi-pool FPGA and ASIC miner for bitcoin. This code is provided entirely free of charge by the programmer in his spare time so donations would be greatly appreciated. Please consider donating to the address below. Con Kolivas kernel@kolivas.org 15qSxP1SQcUX3o4nhkfdbgyoWEFMomJ4rZ DOWNLOADS http //ck.kolivas.org/apps/cgminer GIT TREE https //github.com/ckolivas/cgminer Support thread http //bitcointalk.org/index.php?topic=28402.0 IRC Channel irc //irc.freenode.net/cgminer License GPLv3. See COPYING for details. SEE ALSO API-README, ASIC-README and FGPA-README FOR MORE INFORMATION ON EACH. EXECUTIVE SUMMARY ON USAGE Single pool cgminer -o http //pool port -u username -p password Multiple pools cgminer -o http //pool1 port -u pool1username -p pool1password -o http //pool2 port -u pool2usernmae -p pool2password Single pool with a standard http proxy cgminer -o "http proxy port|http //pool port" -u username -p password Single pool with a socks5 proxy cgminer -o "socks5 proxy port|http //pool port" -u username -p password Single pool with stratum protocol support cgminer -o stratum+tcp //pool port -u username -p password The list of proxy types are http standard http 1.1 proxy http0 http 1.0 proxy socks4 socks4 proxy socks5 socks5 proxy socks4a socks4a proxy socks5h socks5 proxy using a hostname If you compile cgminer with a version of CURL before 7.19.4 then some of the above will not be available. All are available since CURL version 7.19.4 If you specify the --socks-proxy option to cgminer, it will only be applied to all pools that don t specify their own proxy setting like above After saving configuration from the menu, you do not need to give cgminer any arguments and it will load your configuration. Any configuration file may also contain a single "include" "filename" to recursively include another configuration file. Writing the configuration will save all settings from all files in the output. BUILDING CGMINER FOR YOURSELF DEPENDENCIES Mandatory pkg-confighttp //www.freedesktop.org/wiki/Software/pkg-config libtoolhttp //www.gnu.org/software/libtool/ Optional curl dev library http //curl.haxx.se/libcurl/ (libcurl4-openssl-dev - Must tell configure --disable-libcurl otherwise it will attempt to compile it in) curses dev library (libncurses5-dev or libpdcurses on WIN32 for text user interface) libudev dev library (libudev-dev) (This is only required for USB device support and is linux only) If building from git autoconf automake If building on Red Hat sudo yum install autoconf automake autoreconf libtool openssl-compat-bitcoin-devel.x86_64 \ curl libcurl libcurl-devel openssh CGMiner specific configuration options --enable-avalon Compile support for Avalon (default disabled) --enable-bflsc Compile support for BFL ASICs (default disabled) --enable-bitforce Compile support for BitForce FPGAs (default disabled) --enable-bitfury Compile support for BitFury ASICs (default disabled) --enable-hashfast Compile support for Hashfast (default disabled) --enable-icarus Compile support for Icarus (default disabled) --enable-knc Compile support for KnC miners (default disabled) --enable-bab Compile support for BlackArrow Bitfury (default disabled) --enable-klondike Compile support for Klondike (default disabled) --enable-modminer Compile support for ModMiner FPGAs(default disabled) --without-curses Compile support for curses TUI (default enabled) --with-system-libusb Compile against dynamic system libusb (default use included static libusb) Basic *nix build instructions To actually build ./autogen.sh# only needed if building from git repo CFLAGS="-O2 -Wall -march=native" ./configure options make No installation is necessary. You may run cgminer from the build directory directly, but you may do make install if you wish to install cgminer to a system location or location you specified. Native WIN32 build instructions see windows-build.txt Usage instructions Run "cgminer --help" to see options Usage cgminer [-DdElmpPQqUsTouOchnV] Options for both config file and command line api-allow Allow API access (if enabled) only to the given list of [W ]IP[/Prefix] address[/subnets] This overrides --api-network and you must specify 127.0.0.1 if it is required W in front of the IP address gives that address privileged access to all api commands api-description Description placed in the API status header (default cgminer version) api-groups API one letter groups G cmd cmd[,P cmd *...] See API-README for usage api-listen Listen for API requests (default disabled) By default any command that does not just display data returns access denied See --api-allow to overcome this api-network Allow API (if enabled) to listen on/for any address (default only 127.0.0.1) api-mcast Enable API Multicast listener, (default disabled) The listener will only run if the API is also enabled api-mcast-addr arg API Multicast listen address, (default 224.0.0.75) api-mcast-code arg Code expected in the API Multicast message, don t use - (default "FTW") api-mcast-port arg API Multicast listen port, (default 4028) api-port Port number of miner API (default 4028) balance Change multipool strategy from failover to even share balance benchmark Run cgminer in benchmark mode - produces no shares compact Use compact display without per device statistics debug|-D Enable debug output device|-d arg Select device to use, one value, range and/or comma separated (e.g. 0-2,4) default all disable-rejecting Automatically disable pools that continually reject shares expiry|-E arg Upper bound on how many seconds after getting work we consider a share from it stale (default 120) failover-only Don t leak work to backup pools when primary pool is lagging fix-protocol Do not redirect to a different getwork protocol (eg. stratum) hotplug arg Set hotplug check time to arg seconds (0=never default 5) - only with libusb kernel-path|-K arg Specify a path to where bitstream files are (default "/usr/local/bin") load-balance Change multipool strategy from failover to quota based balance log|-l arg Interval in seconds between log output (default 5) lowmem Minimise caching of shares for low memory applications monitor|-m arg Use custom pipe cmd for output messages net-delay Impose small delays in networking to not overload slow routers no-submit-stale Don t submit shares if they are detected as stale pass|-p arg Password for bitcoin JSON-RPC server per-device-stats Force verbose mode and output per-device statistics protocol-dump|-P Verbose dump of protocol-level activities queue|-Q arg Minimum number of work items to have queued (0 - 10) (default 1) quiet|-q Disable logging output, display status and errors real-quiet Disable all output remove-disabled Remove disabled devices entirely, as if they didn t exist rotate arg Change multipool strategy from failover to regularly rotate at N minutes (default 0) round-robin Change multipool strategy from failover to round robin on failure scan-time|-s arg Upper bound on time spent scanning current work, in seconds (default 60) sched-start arg Set a time of day in HH MM to start mining (a once off without a stop time) sched-stop arg Set a time of day in HH MM to stop mining (will quit without a start time) sharelog arg Append share log to file shares arg Quit after mining N shares (default unlimited) socks-proxy arg Set socks4 proxy (host port) for all pools without a proxy specified syslog Use system log for output messages (default standard error) temp-cutoff arg Temperature where a device will be automatically disabled, one value or comma separated list (default 95) text-only|-T Disable ncurses formatted screen output url|-o arg URL for bitcoin JSON-RPC server user|-u arg Username for bitcoin JSON-RPC server verbose Log verbose output to stderr as well as status output userpass|-O arg Username Password pair for bitcoin JSON-RPC server Options for command line only config|-c arg Load a JSON-format configuration file See example.conf for an example configuration. help|-h Print this message version|-V Display version and exit USB device (ASIC and FPGA) options icarus-options arg Set specific FPGA board configurations - one set of values for all or comma separated icarus-timing arg Set how the Icarus timing is calculated - one setting/value for all or comma separated usb arg USB device selection (See below) usb-dump (See FPGA-README) See FGPA-README or ASIC-README for more information regarding these. ASIC only options avalon-auto Adjust avalon overclock frequency dynamically for best hashrate avalon-fan arg Set fanspeed percentage for avalon, single value or range (default 20-100) avalon-freq arg Set frequency range for avalon-auto, single value or range avalon-cutoff arg Set avalon overheat cut off temperature (default 60) avalon-options arg Set avalon options baud miners asic timeout freq avalon-temp arg Set avalon target temperature (default 50) bflsc-overheat arg Set overheat temperature where BFLSC devices throttle, 0 to disable (default 90) bitburner-fury-options arg Override avalon-options for BitBurner Fury boards baud miners asic timeout freq bitburner-fury-voltage arg Set BitBurner Fury core voltage, in millivolts bitburner-voltage arg Set BitBurner (Avalon) core voltage, in millivolts klondike-options arg Set klondike options clock temptarget See ASIC-README for more information regarding these. FPGA only options bfl-range Use nonce range on bitforce devices if supported See FGPA-README for more information regarding this. Cgminer should automatically find all of your Avalon ASIC, BFL ASIC, BitForce FPGAs, Icarus bitstream FPGAs, Klondike ASIC, ASICMINER usb block erupters, KnC ASICs, BaB ASICs, Hashfast ASICs, ModMiner FPGAs, BPMC/BGMC BF1 USB ASICs and Bi*fury USB ASICs. SETTING UP USB DEVICES WINDOWS On windows, the direct USB support requires the installation of a WinUSB driver (NOT the ftdi_sio driver), and attach it to the chosen USB device. When configuring your device, plug it in and wait for windows to attempt to install a driver on its own. It may think it has succeeded or failed but wait for it to finish regardless. This is NOT the driver you want installed. At this point you need to associate your device with the WinUSB driver. The easiest way to do this is to use the zadig utility which you must right click on and run as administrator. Then once you plug in your device you can choose the "list all devices" from the "option" menu and you should be able to see the device as something like "BitFORCE SHA256 SC". Choose the install or replace driver option and select WinUSB. You can either google for zadig or download it from the cgminer directory in the DOWNLOADS link above. When you first switch a device over to WinUSB with zadig and it shows that correctly on the left of the zadig window, but it still gives permission errors, you may need to unplug the USB miner and then plug it back in. Some users may need to reboot at this point. LINUX On linux, the direct USB support requires no drivers at all. However due to permissions issues, you may not be able to mine directly on the devices as a regular user without giving the user access to the device or by mining as root (administrator). In order to give your regular user access, you can make him a member of the plugdev group with the following commands sudo usermod -G plugdev -a `whoami` If your distribution does not have the plugdev group you can create it with sudo groupadd plugdev In order for the BFL devices to instantly be owned by the plugdev group and accessible by anyone from the plugdev group you can copy the file "01-cgminer.rules" from the cgminer archive into the /etc/udev/rules.d directory with the following command sudo cp 01-cgminer.rules /etc/udev/rules.d/ After this you can either manually restart udev and re-login, or more easily just reboot. OSX On OSX, like Linux, no drivers need to be installed. However some devices like the bitfury USB sticks automatically load a driver thinking they re a modem and the driver needs to be unloaded for cgminer to work sudo kextunload -b com.apple.driver.AppleUSBCDC sudo kextunload -b com.apple.driver.AppleUSBCDCACMData Advanced USB options The --usb option can restrict how many Avalon, BFL ASIC, BitForce FPGAs, Klondike ASIC, ModMiner FPGAs or Icarus bitstream FPGAs it finds --usb 1 2,1 3,1 4,1 * or --usb BAS 1,BFL 1,MMQ 0,ICA 0,KLN 0 or --usb 10 You can only use one of the above 3 The first version --usb 1 2,1 3,1 4,1 * allows you to select which devices to mine on with a list of USB bus_number device_address All other USB devices will be ignored Hotplug will also only look at the devices matching the list specified and find nothing new if they are all in use You can specify just the USB bus_number to find all devices like 1 * which means any devices on USB bus_number 1 This is useful if you unplug a device then plug it back in the same port, it usually reappears with the same bus_number but a different device_address You can see the list of all USB devices on linux with sudo lsusb Cgminer will list the recognised USB devices with the -n option or the --usb-dump 0 option The --usb-dump N option with a value of N greater than 0 will dump a lot of details about each recognised USB device If you wish to see all USB devices, include the --usb-list-all option The second version --usb BAS 1,BFL 1,MMQ 0,ICA 0,KLN 0 allows you to specify how many devices to choose based on each device driver cgminer has - there are currently 5 USB drivers BAS, BFL, MMQ. ICA KLN N.B. you can only specify which device driver to limit, not the type of each device, e.g. with BAS n you can limit how many BFL ASIC devices will be checked, but you cannot limit the number of each type of BFL ASIC Also note that the MMQ count is the number of MMQ backplanes you have not the number of MMQ FPGAs The third version --usb 10 means only use a maximum of 10 devices of any supported USB devices Once cgminer has 10 devices it will not configure any more and hotplug will not scan for any more If one of the 10 devices stops working, hotplug - if enabled, as is default will scan normally again until it has 10 devices --usb 0 will disable all USB I/O other than to initialise libusb NOTE The --device option will limit which devices are in use based on their numbering order of the total devices, so if you hotplug USB devices regularly, it will not reliably be the same devices. WHILE RUNNING The following options are available while running with a single keypress [P]ool management [S]ettings [D]isplay options [Q]uit P gives you Current pool management strategy Failover [F]ailover only disabled [A]dd pool [R]emove pool [D]isable pool [E]nable pool [C]hange management strategy [S]witch pool [I]nformation S gives you [Q]ueue 1 [S]cantime 60 [E]xpiry 120 [W]rite config file [C]gminer restart D gives you [N]ormal [C]lear [S]ilent mode (disable all output) [D]ebug off [P]er-device off [Q]uiet off [V]erbose off [R]PC debug off [W]orkTime details off co[M]pact off [L]og interval 5 Q quits the application. The running log shows output like this [2013-11-09 11 04 41] Accepted 01b3bde7 Diff 150/128 AVA 1 pool 0 [2013-11-09 11 04 49] Accepted 015df995 Diff 187/128 AVA 1 pool 0 [2013-11-09 11 04 50] Accepted 01163b68 Diff 236/128 AVA 1 pool 0 [2013-11-09 11 04 53] Accepted 9f745840 Diff 411/128 BAS 1 pool 0 The 8 byte hex value are the 1st nonzero bytes of the share being submitted to the pool. The 2 diff values are the actual difficulty target that share reached followed by the difficulty target the pool is currently asking for. Also many issues and FAQs are covered in the forum thread dedicated to this program, http //forum.bitcoin.org/index.php?topic=28402.0 The output line shows the following (5s) 1713.6 (avg) 1707.8 Mh/s | A 729 R 8 HW 0 WU 22.53/m Each column is as follows 5s A 5 second exponentially decaying average hash rate avg An all time average hash rate A The total difficulty of Accepted shares R The total difficulty of Rejected shares HW The number of HardWare errors WU The Work Utility defined as the number of diff1 shares work / minute (accepted or rejected). BAS 1 max 67C 3.27V | 62.29G/62.19Gh/s | A 140813 R 256 HW 2860 WU 852.0/m Each column is as follows Temperature (if supported) Fanspeed (if supported) A 5 second exponentially decaying average hash rate An all time average hash rate The total difficulty of accepted shares The total difficulty of rejected shares The number of hardware erorrs The work utility defined as the number of diff1 shares work / minute The cgminer status line shows ST 1 SS 0 NB 1 LW 8 GF 1 RF 1 ST is STaged work items (ready to use). SS is Stale Shares discarded (detected and not submitted so don t count as rejects) NB is New Blocks detected on the network LW is Locally generated Work items GF is Getwork Fail Occasions (server slow to provide work) RF is Remote Fail occasions (server slow to accept work) The block display shows Block 0074c5e482e34a506d2a051a... Started [17 17 22] Best share 2.71K This shows a short stretch of the current block, when the new block started, and the all time best difficulty share you ve found since starting cgminer this time. MULTIPOOL FAILOVER STRATEGIES WITH MULTIPOOL A number of different strategies for dealing with multipool setups are available. Each has their advantages and disadvantages so multiple strategies are available by user choice, as per the following list FAILOVER The default strategy is failover. This means that if you input a number of pools, it will try to use them as a priority list, moving away from the 1st to the 2nd, 2nd to 3rd and so on. If any of the earlier pools recover, it will move back to the higher priority ones. ROUND ROBIN This strategy only moves from one pool to the next when the current one falls idle and makes no attempt to move otherwise. ROTATE This strategy moves at user-defined intervals from one active pool to the next, skipping pools that are idle. LOAD BALANCE This strategy sends work to all the pools on a quota basis. By default, all pools are allocated equal quotas unless specified with --quota. This apportioning of work is based on work handed out, not shares returned so is independent of difficulty targets or rejected shares. While a pool is disabled or dead, its quota is dropped until it is re-enabled. Quotas are forward looking, so if the quota is changed on the fly, it only affects future work. If all pools are set to zero quota or all pools with quota are dead, it will fall back to a failover mode. See quota below for more information. The failover-only flag has special meaning in combination with load-balance mode and it will distribute quota back to priority pool 0 from any pools that are unable to provide work for any reason so as to maintain quota ratios between the rest of the pools. BALANCE This strategy monitors the amount of difficulty 1 shares solved for each pool and uses it to try to end up doing the same amount of work for all pools. QUOTAS The load-balance multipool strategy works off a quota based scheduler. The quotas handed out by default are equal, but the user is allowed to specify any arbitrary ratio of quotas. For example, if all the quota values add up to 100, each quota value will be a percentage, but if 2 pools are specified and pool0 is given a quota of 1 and pool1 is given a quota of 9, pool0 will get 10% of the work and pool1 will get 90%. Quotas can be changed on the fly by the API, and do not act retrospectively. Setting a quota to zero will effectively disable that pool unless all other pools are disabled or dead. In that scenario, load-balance falls back to regular failover priority-based strategy. While a pool is dead, it loses its quota and no attempt is made to catch up when it comes back to life. To specify quotas on the command line, pools should be specified with a semicolon separated --quota(or -U) entry instead of --url. Pools specified with url are given a nominal quota value of 1 and entries can be mixed. For example url poola porta -u usernamea -p passa --quota "2;poolb portb" -u usernameb -p passb Will give poola 1/3 of the work and poolb 2/3 of the work. Writing configuration files with quotas is likewise supported. To use the above quotas in a configuration file they would be specified thus "pools" [ { "url" "poola porta", "user" "usernamea", "pass" "passa" }, { "quota" "2;poolb portb", "user" "usernameb", "pass" "passb" } ] LOGGING cgminer will log to stderr if it detects stderr is being redirected to a file. To enable logging simply add 2 logfile.txt to your command line and logfile.txt will contain the logged output at the log level you specify (normal, verbose, debug etc.) In other words if you would normally use ./cgminer -o xxx -u yyy -p zzz if you use ./cgminer -o xxx -u yyy -p zzz 2 logfile.txt it will log to a file called logfile.txt and otherwise work the same. There is also the -m option on linux which will spawn a command of your choice and pipe the output directly to that command. The WorkTime details debug option adds details on the end of each line displayed for Accepted or Rejected work done. An example would be -00000059.ed4834a3 M X D 1.0 G 17 02 38 0.405 C 1.855 (2.995) W 3.440 (0.000) S 0.461 R 17 02 47 The first 2 hex codes are the previous block hash, the rest are reported in seconds unless stated otherwise The previous hash is followed by the getwork mode used M X where X is one of P Pool, T Test Pool, L LP or B Benchmark, then D d.ddd is the difficulty required to get a share from the work, then G hh mm ss n.nnn, which is when the getwork or LP was sent to the pool and the n.nnn is how long it took to reply, followed by O on it s own if it is an original getwork, or C n.nnn if it was a clone with n.nnn stating how long after the work was recieved that it was cloned, (m.mmm) is how long from when the original work was received until work started, W n.nnn is how long the work took to process until it was ready to submit, (m.mmm) is how long from ready to submit to actually doing the submit, this is usually 0.000 unless there was a problem with submitting the work, S n.nnn is how long it took to submit the completed work and await the reply, R hh mm ss is the actual time the work submit reply was received If you start cgminer with the --sharelog option, you can get detailed information for each share found. The argument to the option may be "-" for standard output (not advisable with the ncurses UI), any valid positive number for that file descriptor, or a filename. To log share data to a file named "share.log", you can use either ./cgminer --sharelog 50 -o xxx -u yyy -p zzz 50 share.log ./cgminer --sharelog share.log -o xxx -u yyy -p zzz For every share found, data will be logged in a CSV (Comma Separated Value) format timestamp,disposition,target,pool,dev,thr,sharehash,sharedata For example (this is wrapped, but it s all on one line for real) 1335313090,reject, ffffffffffffffffffffffffffffffffffffffffffffffffffffffff00000000, http //localhost 8337,GPU0,0, 6f983c918f3299b58febf95ec4d0c7094ed634bc13754553ec34fc3800000000, 00000001a0980aff4ce4a96d53f4b89a2d5f0e765c978640fe24372a000001c5 000000004a4366808f81d44f26df3d69d7dc4b3473385930462d9ab707b50498 f681634a4f1f63d01a0cd43fb338000000000080000000000000000000000000 0000000000000000000000000000000000000000000000000000000080020000 RPC API For RPC API details see the API-README file FAQ Q Can I mine on servers from different networks (eg xxxcoin and bitcoin) at the same time? A No, cgminer keeps a database of the block it s working on to ensure it does not work on stale blocks, and having different blocks from two networks would make it invalidate the work from each other. Q Can I configure cgminer to mine with different login credentials or pools for each separate device? A No. Q Can I put multiple pools in the config file? A Yes, check the example.conf file. Alternatively, set up everything either on the command line or via the menu after startup and choose settings- write config file and the file will be loaded one each startup. Q The build fails with gcc is unable to build a binary. A Remove the "-march=native" component of your CFLAGS as your version of gcc does not support it. Q Can you implement feature X? A I can, but time is limited, and people who donate are more likely to get their feature requests implemented. Q Work keeps going to my backup pool even though my primary pool hasn t failed? A Cgminer checks for conditions where the primary pool is lagging and will pass some work to the backup servers under those conditions. The reason for doing this is to try its absolute best to keep the devices working on something useful and not risk idle periods. You can disable this behaviour with the option --failover-only. Q Is this a virus? A Cgminer is being packaged with other trojan scripts and some antivirus software is falsely accusing cgminer.exe as being the actual virus, rather than whatever it is being packaged with. If you installed cgminer yourself, then you do not have a virus on your computer. Complain to your antivirus software company. They seem to be flagging even source code now from cgminer as viruses, even though text source files can t do anything by themself. Q Can you modify the display to include more of one thing in the output and less of another, or can you change the quiet mode or can you add yet another output mode? A Everyone will always have their own view of what s important to monitor. The defaults are very sane and I have very little interest in changing this any further. Q What are the best parameters to pass for X pool/hardware/device. A Virtually always, the DEFAULT parameters give the best results. Most user defined settings lead to worse performance. Q What happened to CPU and GPU mining? A Their efficiency makes them irrelevant in the bitcoin mining world today and the author has no interest in supporting alternative coins that are better mined by these devices. Q GUI version? A No. The RPC interface makes it possible for someone else to write one though. Q I m having an issue. What debugging information should I provide? A Start cgminer with your regular commands and add -D -T --verbose and provide the full startup output and a summary of your hardware and operating system. Q Why don t you provide win64 builds? A Win32 builds work everywhere and there is precisely zero advantage to a 64 bit build on windows. Q Is it faster to mine on windows or linux? A It makes no difference in terms of performance. It comes down to choice of operating system for their various features and your comfort level. However linux is the primary development platform and is virtually guaranteed to be more stable. Q My network gets slower and slower and then dies for a minute? A; Try the --net-delay option if you are on a getwork or GBT server. Q How do I tune for p2pool? A It is also recommended to use --failover-only since the work is effectively like a different block chain, and not enabling --no-submit-stale. If mining with a BFL (fpga) minirig, it is worth adding the --bfl-range option. Q I run PHP on windows to access the API with the example miner.php. Why does it fail when php is installed properly but I only get errors about Sockets not working in the logs? A http //us.php.net/manual/en/sockets.installation.php Q What is a PGA? A At the moment, cgminer supports 3 FPGAs BitForce, Icarus and ModMiner. They are Field-Programmable Gate Arrays that have been programmed to do Bitcoin mining. Since the acronym needs to be only 3 characters, the "Field-" part has been skipped. Q What is an ASIC? A They are Application Specify Integrated Circuit devices and provide the highest performance per unit power due to being dedicated to only one purpose. Q Can I mine scrypt with FPGAs or ASICs? A No. Q What is stratum and how do I use it? A Stratum is a protocol designed for pooled mining in such a way as to minimise the amount of network communications, yet scale to hardware of any speed. With versions of cgminer 2.8.0+, if a pool has stratum support, cgminer will automatically detect it and switch to the support as advertised if it can. If you input the stratum port directly into your configuration, or use the special prefix "stratum+tcp //" instead of "http //", cgminer will ONLY try to use stratum protocol mining. The advantages of stratum to the miner are no delays in getting more work for the miner, less rejects across block changes, and far less network communications for the same amount of mining hashrate. If you do NOT wish cgminer to automatically switch to stratum protocol even if it is detected, add the --fix-protocol option. Q Why don t the statistics add up Accepted, Rejected, Stale, Hardware Errors, Diff1 Work, etc. when mining greater than 1 difficulty shares? A As an example, if you look at Difficulty Accepted in the RPC API, the number of difficulty shares accepted does not usually exactly equal the amount of work done to find them. If you are mining at 8 difficulty, then you would expect on average to find one 8 difficulty share, per 8 single difficulty shares found. However, the number is actually random and converges over time, it is an average, not an exact value, thus you may find more or less than the expected average. Q My keyboard input momentarily pauses or repeats keys every so often on windows while mining? A The USB implementation on windows can be very flaky on some hardware and every time cgminer looks for new hardware to hotplug it it can cause these sorts of problems. You can disable hotplug with hotplug 0 Q What should my Work Utility (WU) be? A Work utility is the product of hashrate * luck and only stabilises over a very long period of time. Assuming all your work is valid work, bitcoin mining should produce a work utility of approximately 1 per 71.6MH. This means at 5GH you should have a WU of 5000 / 71.6 or ~ 69. You cannot make your machine do "better WU" than this - it is luck related. However you can make it much worse if your machine produces a lot of hardware errors producing invalid work. This code is provided entirely free of charge by the programmer in his spare time so donations would be greatly appreciated. Please consider donating to the address below. Con Kolivas kernel@kolivas.org 15qSxP1SQcUX3o4nhkfdbgyoWEFMomJ4rZ
https://w.atwiki.jp/krisallenjapan/pages/96.html
(2010/06/11~06/17) 06/11 Kris tour dates http //30boxes.com/public/8118286/KrisAllenFan/c3ec7e002ee7f0c6602deec96b6854b8/0/ Mon., June 14 ‘American Idol’ champ Kris Allen remains a winner http //blogs.tennessean.com/tunein/2010/06/10/mon-june-14-%E2%80%98american-idol%E2%80%99-champ-kris-allen-remains-a-winner/ Win 2 tix + M G to Kris s 7/3 Galveston show http //www.facebook.com/pages/Island-Star-Live-at-Moody-Gardens/115583961788449 06/12 American Idol star to visit Hattiesburg http //www.hattiesburgamerican.com/article/20100612/NEWS01/6120319/-American-Idol-star-to-visit-Hattiesburg?utm_source=twitterfeed&utm_medium=twitter Concert News Kris Allen hits the Tower http //fresnobeehive.com/2010/06/concert_news_kr.html Kris Allen to open for Train on 8/12 http //www.wistatefair.com/maxtixweb/landing.html Kris now has an official merchandise store! http //krisallen.shop.bravadousa.com/ 06/13 Yankee Stadium show info for 6/26 Kris will go on around 1pm and will play "at least" a 45 minute set. @Talenttracker99 Update Kris Allen http //www.thetalenttracker.co.uk/american-idol/kris-allen/ New show in San Diego @ Anthology on 7/23. Tickets on sale soon http //www.anthologysd.com/music-calendar-july-2010.html 06/14 Win a trip to Miami 2 see Maroon 5 Kris Allen http //my999radio.clearcontests.com/front/OpenContest.asp?Action=Login&SurveyID=76905&zx=346 New interview Kris Allen Unplugged http //idol.blogs.pressdemocrat.com/11745/kris-allen-unplugged/?pa=all&tc=pgall 06/15 Kris Allen Interview Part 2 More with Kris Allen http //www.fox17.com/newsroom/top_stories/videos/wztv_vid_4010.shtml Kris interview with @cmtcody http //www.facebook.com/video/video.php?v=1348490673460&comments&ref=mf Kris Allen takes fans to lunch before Nashville show http //content.usatoday.com/communities/idolchatter/post/2010/06/kris-allen/1 Purple Ribbon Charity Sale with Katy Allen June 24 private lounge performance on Star 94.1 Atlanta http //www.star94.com/krisallen/ Kris Allen playing free show on Magnificent Mile http //bit.ly/cuvkY9 06/16 Justin Gaston to do some tour dates w Kris Allen, according to @dreamupdates (via @mjsbigblog) http //mjsbigblog.com/idol-headlines-for-061510-the-evening-edition.htm the trailer for EA s The Sims 3 with "Live Like We re Dying" as the theme song LLWD in Sim3 commercial (starts at 50 00) http //e3.g4tv.com/videos/46343/Electronic-Arts-E3-2010-Press-Conference/ 06/17 LLWD Sales (As of Week 38) via KrisAllenPhil http //krisallenphil.com/uncategorized/llwd-sales-as-of-week-38/ GRO tour blog(which shows them coming onstage during CT and Ryland doing karaoke) Kris Allen to visit Albuquerque on his 25th Birthday http //www.examiner.com/examiner/x-35188-Albuquerque-Concert-Photography-Examiner~y2010m6d16-Kris-Allen-visits-Albuquerque-on-his-25th-Birthday making a donation to charity in Kris s name as a birthday present, want to help? thx Krinja_Signal!!!! http //community.livejournal.com/krinja_signal/1510.html Special buy 1 tkt, get 1 free offer for Red White Boom (w/ Kris and others) 7/6 in Kansas City http //www.facebook.com/posted.php?id=25942255604&share_id=127719543928706&comments=1#s127719543928706 A Day With Kris Allen http //mix1041.radio.com/tag/kris-allen/ Kris Allen Charts at #1 Again http //www.americanidol.com/news/view/pid/3357/
https://w.atwiki.jp/stones/pages/367.html
UK 7"SINGLE (CBS A 6864) 2.26.1986 1 Harlem Shuffle (From LP-DIRTY WORK) 2 Had It With You (From LP-DIRTY WORK) ■DIRTY WORK (Virgin Records CDV 2743) includes tracks 1-2 stereo US 12"SINGLE (COLUMBIA 44-05365) 3.7.1986 1 Harlem Shuffle (new york mix) 2 Harlem Shuffle (london mix) ■RARITIES 1971-2003 (Virgin Records 0946 3 49725 2 9) includes track 1 stereo ■COLLECTORS EDITION (CBS 466918 2) includes track 2 stereo UK LP - DIRTY WORK (CBS 86321) 3.24.1986 1 One Hit (To The Body) 2 Fight 3 Harlem Shuffle 4 Hold Back 5 Too Rude 6 Winning Ugly 7 Back To Zero 8 Dirty Work 9 Had It With You 10 Sleep Tonight 11 Key To The Highway ■DIRTY WORK (Virgin Records CDV 2743) includes tracks 1-11 stereo UK 12"SINGLE (CBS TA 6864) 3.24.1986 1 Harlem Shuffle (new york mix) 2 Harlem Shuffle (london mix) 3 Had It With You (From LP-DIRTY WORK) ■RARITIES 1971-2003 (Virgin Records 0946 3 49725 2 9) includes track 1 stereo ■COLLECTORS EDITION (CBS 466918 2) includes track 2 stereo ■DIRTY WORK (Virgin Records CDV 2743) includes track 3 stereo UK 7"SINGLE (CBS A 7160) 5.20.1986 1 One Hit (To The Body) (edited version) VINYL ONLY 2 Fight (From LP-DIRTY WORK) ■DIRTY WORK (Virgin Records CDV 2743) includes track 2 stereo UK 12"SINGLE (CBS TA 7160) 3.24.1986 1 One Hit (To The Body) (london mix) 2 Fight (From LP-DIRTY WORK) ■Too Much Blood On The Dancefloor (MAXI-1) includes track 1 stereo ■DIRTY WORK (Virgin Records CDV 2743) includes track 2 stereo US 12"SINGLE (COLUMBIA 44-05388) 5.20.1986 1 One Hit (To The Body) (london mix) 2 One Hit (To The Body) (edited version) VINYL ONLY 3 Fight (From LP-DIRTY WORK) ■Too Much Blood On The Dancefloor (MAXI-1) includes track 1 stereo ■DIRTY WORK (Virgin Records CDV 2743) includes track 3 stereo CANADA 12"SINGLE (ROLLING STONES 12 CXP-7191) 11.1986 1 Winning Ugly (london mix) 2 Winning Ugly (single-new york mix) ■COLLECTORS EDITION (CBS 466918 2) includes track 1 stereo ■Dance n Shuffle (MAXI-2) includes track 2 stereo BACK / NEXT