約 5,308,256 件
https://w.atwiki.jp/xboxonescore/pages/283.html
Dead Island Definitive Edition 項目数:50 総ポイント:1000 難易度:★★☆☆☆ スコア配分が違うだけで360版と同一内容。 攻略wiki http //wikinavi.net/deadisland/index.php wikia(海外wiki) http //deadisland.wikia.com/wiki/Dead_Island_Wiki オフライン Rootin Tootin Lootin 捨てる神ならぬ拾う神 Loot 5 Exceptional Weapons.レア度5の武器を5個拾う 24 Tis but a flesh wound!無くなれば、ただの切り傷! Sever 100 limbs.手足を100本切る 8 There and back again探検家 Explore the entire island.島全体を探索する 24 Catch!グラナーダ! Kill an Infected with a grenade blast.グレネードでインフェクテッドを倒す 8 Road Tripロード・トリップ Drive a total distance of 10 kilometers.車で合計10キロの距離を運転する 8 Cardio有酸素運動 Travel a distance of 20 kilometers on foot.合計20キロの距離を歩く 8 Swing them sticksアナログファイター Kill 150 enemies using Analog Fighting controls.アナログの戦闘タイプで敵150体を倒す 25 Gesundheit!体が資本 Heal yourself with a medkit 100 times.医療キットで100回治療する 8 Light my fireハートに火をつけて Set 10 zombies on fire simultaneously.同時に10体のゾンビに火をつける 16 10 heads are better than 110人寄ればなんとやら Kill 10 zombies in a row with headshots.ヘッドショットで10体のゾンビを連続で倒す 12 A taste of everything多種多様 Kill a zombie with 10 different melee weapons.10種類の近接武器でゾンビを倒す 25 One is all I need一撃で十分 Kill 5 Infected in a row with a single blow.5体続けてインフェクテッドを一撃で倒す 16 Can t touch thisキャント・タッチ・ディス Use a hammer to kill a series of 15 zombies without taking damage.ダメージを負わずにハンマーで15体のゾンビを連続で倒す 16 Humanitarian人道主義者 Kill 50 human enemies.人間の敵50人を倒す 12 Tae Kwon Leapカンフーマスター Kill 25 zombies with your bare fists.素手で25体のゾンビを倒す 25 I want one of thoseあれも欲しいこれも欲しい Customize 25 weapons.武器を25個改造する 24 Karma-geddonカルマゲドン Kill 50 zombies using a vehicle.50体のゾンビを車両で殺害する。 12 To put it bluntlyラ・マンチャの男 Kill 250 zombies using blunt melee weapons.鈍器で250体のゾンビを倒す 25 Hack slashハック スラッシュ Kill 250 zombies using edged melee weapons.刃物で250体のゾンビを倒す 25 Guns don t kill but they help銃では死なないだって? Kill 250 zombies using firearms.銃火器で250体のゾンビを倒す 25 Warranty Void if Used使用後の保証は無効です Create a customized weapon.武器を改造する 8 Gotta find em all図鑑を完成させなくちゃ Find 60 collectibles.コレクタブルを60個見つける 16 Nearly thereあと少し Find 120 collectibles.コレクタブルを120個見つける 25 Steam Punkスチーム・パンク Create weapons to rival the gods of fire or thunder.火または雷の神が宿る武器を作成する 24 Rageman怒髪、天を衝く Kill 100 enemies with Fury attacks.フュリーで敵を100体倒す 25 Right 4 Lifeライト・4・ライフ Complete act I with 4 different characters.4人の違うキャラクターで act 1 を完了する 24 A very special dayとても特別な日 Kill 250 zombies with modified weapons.改造した武器でゾンビ250体を倒す 30 School of hard knocks雨ニモマケズ Reach level 50.レベル50に到達 24 Knock, knockノックは1回 Breach a locked door with the first blow.最初の一撃で鍵がかかっているドアを破る 12 Busy, busy, busyああ、忙しい、忙しい Finish 75 quests cumulatively.75のクエストを完了 48 Learning the ropesコツさえわかれば Reach level 10.レベル10に到達 8 Dedicated student真面目に不真面目 Reach level 25.レベル25に到達 25 Extreme Firefighting激戦 Set 5 enemies on fire and then kill them with explosives.敵5人に火を放ち、爆発で倒す 25 Out of honey?無手の達人 Out of honey? Chew bees! Survive 5 waves using only your fists and legs.拳と脚だけで5ウェーブを乗り切る 25 Complete a set全種コンプ Kill enemies of 6 different types during a single round.1ラウンド中に6種類の敵を倒す 12 Looking for troubleトラブル大好き Survive 5 waves in each of the 4 Arenas.4つの各アリーナで5ウェーブ生き抜く 12 Stick it to the enemy器用なタイプ Survive 15 consecutive waves using the analog combat controls.アナログの戦闘タイプで15ウェーブ生き抜く 24 Gladiator schoolグラディエーター・スクール Survive 15 consecutive waves with each of the 4 characters.4人の違うキャラクターで15ウェーブ生き抜く 25 Fancyファンシー Survive 10 consecutive waves using only custom weapons.改造された武器だけで10ウェーブ生き抜く 25 Death Incarnate死の化身 Survive wave 30.ウェーブ30を生き残る 50 オンライン Need a hand?手を貸そうか? Join another player s game.他のプレイヤーのゲームに参加する 8 Originalityオリジナリティ Play in a co-op team of 4 different playable characters.4人のキャラクター全てで協力プレイをする 8 Together in the light光の中で、ともに生きる Complete 5 quests in a single co-op game with the same partners.1つのゲーム中に同じプレイヤーと協力プレイで5つのクエストを完了する 8 Going steadyステディな関係 Complete 25 quests while playing with at least one co-op partner.少なくとも1人のプレイヤーと協力プレイをし、25のクエストを完了する 25 People Personリアルでなくても充実 Play with 10 different co-op partners for at least 15 minutes each.10人の異なるプレイヤーとそれぞれ最低15分間の協力プレイをする 8 Ménage à troisザ・カルテット Complete 5 quests with 3 co-op partners.3人のプレイヤーと5つのクエストを協力プレイで完了する 25 Wave and Smileハロー・バイバイ Play any Arena in co-op.協力プレイでアリーナをプレイする。 8 Morituri te salutant我が戦友よ Survive 30 consecutive waves with at least one co-op player.協力プレイで30ウェーブ生き抜く 24 秘密の実績:205G Everybody lies誰もが嘘をつく Use a large medkit to heal an injury of 5% or less.医療キット(大)を使って5%以下の負傷を治す 20 Hell in paradiseヘル・イン・パラダイス Complete act I.act 1を完了する 30 Ah! Spoiled meat!お肉屋さん Kill a Butcher using an axe.オノでブッチャーを倒す 10 Oh, no you don tアイ・ラム・タックル Kill a Ram using tackle skill.タックルスキルでラムを倒す 10 Savior救世主 Save 5 people besieged by zombies.ゾンビに取り囲まれた人間5人を救う 16 How many days exactly?今日で何日目だ ? Play Dead Island at least 28 days after starting it for the first time.DEAD ISLANDを初めてプレイした日から 少なくとも28日間後にプレイする 10 No raccoons in hereラクーンはいないようだ Complete act II.act 2を完了する 30 King of the jungleキング・オブ・ジャングル Complete act III.act 3を完了する 30 Banoi Redemptionバノイ・リデンプション Complete act IV.act 4を完了する 30 First!先手必勝 Kill a Suicider with a grenade.爆発物でスーサイダーを倒す 15 ●オリジナリティ 360版にはあったロビーが廃止されたため、現状クイックマッチのみでしか参加できない。 どんなメンバーかは入ってみないと分からないため、解除には運が絡む。 1人違いで4人揃うという状態ならば、一度そのマッチから抜けて該当キャラに変更し、 履歴からそのゲームに参加することで解除できることもある。
https://w.atwiki.jp/mimitan/pages/61.html
マスターファイル関連 ASP.NETのマスターファイル関連のことを載せていきます。 マスターファイルでscpritタグのパスが変更されない問題の対処法 マスターファイルのscriptタグの指定したパスが変更されないがあり、 マスターファイルにjQueryのパスを書かないとインテリセンスが使えないので、 なんとしても使いたかったのでちょっと考えて作ってみました。 ただ、結構無理やりなのでもっといい方法が教えてくださいです。 Masterフィルのソースコード %@ Master Language="C#" AutoEventWireup="true" CodeBehind="Master.master.cs" Inherits="WebApplication.Master" % !DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http //www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd" html xmlns="http //www.w3.org/1999/xhtml" lang="ja" head runat="server" title /title meta name="robots" content="noindex,nofollow" / meta http-equiv="content-type" content="text/html; charset=UTF-8" / !-- jQuery -- script type="text/javascript" language="javascript" src="~/js/jquery/jquery-1.4.2.js" /script script type="text/javascript" language="javascript" src="~/js/jquery/jquery-ui-1.8rc3.custom.js" /script link href="~/css/ui-lightness/jquery-ui-1.8rc3.custom.css" rel="Stylesheet" type="text/css" / !-- Other -- asp ContentPlaceHolder ID="head" runat="server" /asp ContentPlaceHolder /head body form id="form1" runat="server" asp ScriptManager ID="ScriptManager1" runat="server" EnableScriptGlobalization="True" EnableScriptLocalization="True" / asp ContentPlaceHolder ID="ContentPlaceHolder1" runat="server" /asp ContentPlaceHolder /form /body /html C#のソースコード using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.Security; using System.Web.UI; using System.Web.UI.HtmlControls; using System.Web.UI.WebControls; namespace WebApplication { public partial class Master System.Web.UI.MasterPage { protected override void OnInit(EventArgs e) { System.Text.StringBuilder sb = new System.Text.StringBuilder(); System.IO.StringWriter tw = new System.IO.StringWriter(sb); HtmlTextWriter hw = new HtmlTextWriter(tw); this.Page.Header.RenderControl(hw); sb.Replace( ‹script type=\ text/javascript\ language=\ javascript\ src=\ ~/js/ , string.Format( ‹script type=\ text/javascript\ language=\ javascript\ src=\ {0} , this.ResolveClientUrl( ~/js/ ))); this.Page.Header.InnerHtml = sb.ToString(); base.OnInit(e); } } } 簡単に説明すると、Masterファイルの script type="text/javascript" language="javascript" src="~/js/ を ~/js/ のパスを置換するという無理やり。 正規表現置換を使えばもっと良かったのかもしれないけれど。。。 参考までに。 Ajax Control ToolkitでマスターページにScriptManagerの代わりにToolkitScriptManagerを使うとコンテンツページで$なんとかなどのインテリセンスが使えなくなる問題の解決法 Ajax Control Toolkitを使っていてVersion 40412にしたところ(元はもっと古いのだったので分からないが) ScriptManagerの代わりにToolkitScriptManagerを使用しないとエラーになってしまう。 だが、ToolkitScriptManagerを使うとコンテンツページでインテリセンスがMicrosoftAjaxとかのインテリセンスが出なくなってしまう。 で、解決方法がマスターページに配置するToolkitScriptManagerを下記のようにすればいいと思う。 asp ToolkitScriptManager ID="ToolkitScriptManager1" runat="server" EnableScriptGlobalization="True" /asp ToolkitScriptManager 単にタグプレフィックス「asp」に変えただけです。 どうも、VS2008では「asp」しかだめなよう・・・(私は「ajaxToolkit」にしていたのだがだめだった。) 多分OKだと思う。 参考サイト Trouble switching to the beta ajaxcontroltoolkit AjaxControlToolkit requires ASP.NET Ajax 4.0 scripts. - Error being thrown while building asp.net site. Site works when ignored 選択肢 投票 役にたった。 (8) あんまり役に立たなかった。 (6) まるでだめ。 (6) 戻る
https://w.atwiki.jp/warband/pages/614.html
ui_texture_detail|Texture Detail ui_max_frame_rate|Max. Frame Rate ui_enable_bumpmap|Use Bump Mapping ui_disable_blood|Hide Blood ui_disable_music|Disable Music ui_disable_sound|Disable Sound ui_enable_cheats|Enable Cheats ui_enable_edit_mode|Enable Edit Mode (Be warned, this slows down the game.) ui_enable_pixel_shaders|Use Pixel Shaders ui_enable_sound_variation|Enable Sound Variation ui_enable_vertex_shaders|Render Method ui_shadow_quality|Shadow Quality ui_directx_7|DirectX 7 ui_directx_9|DirectX 9 ui_show_framerate|Show Framerate ui_start_windowed|Start Windowed ui_trialmode_caption|Activation ui_trialmode|Please take a moment to activate Mount Blade Warband with your serial key. Your unique, 16-digit serial key is included inside your boxed copy.\nIf you don't wish to activate the game now for any reason, you can still continue to play the game in trial mode, however you won't be able to advance past character level 8. ui_launch_buy|Buy a License from TaleWorlds.com ui_launch_faq|Activation Frequently Asked Questions ui_trialmode2|In order to activate the game now... ui_trialmode3|Or, you can also... ui_trialmode4|If you have any questions about the activation process, you can read... ui_serial_key_caption|Serial Key ui_notification_serial_input|Enter your serial key below (you can copy paste it) and click on Activate button ui_activate|Activate ui_paste|Paste ui_notification_serial_internet_connection|Activation requires an active Internet Connection! ui_notification_serial_offline|If this computer does not have access to the Internet you can also use ui_manual_activation|Manual Activation ui_offline_activation|Offline Activation ui_manual_activation_caption|Manual Activation ui_offline_activation_caption|Offline Activation ui_cancel2|Cancel ui_close|Close ui_ok2|OK ui_activation_successful|The game has been activated successfuly. ui_activation_successful2|Please keep your serial key for future reference. You may need it again in the future if you want to install Mount Blade Warband on a new computer. ui_activation_denied|Activation Denied! ui_notification_serial_already_used|Serial Key already used for another computer. You must wait for a few weeks to reactivate the game on this computer. ui_notification_unable_to_connect_to_activation_server|Unable to connect to activation server! ui_notification_unable_to_connect_to_activation_server2|Please make sure that your internet connection is active and working properly and try again. If you are using a firewall, you many need to give the game permission to access the internet. If all else fails, you may always use manual activation. ui_incorrect_serial_number|Incorrect Serial Key! ui_incorrect_hardware_hash|Incorrect Hardware Hash! ui_incorrect_activation_code|Incorrect Activation Code! ui_cant_write_to_registry|Can't Write to Registry! ui_video|Video ui_audio|Audio ui_game|Game ui_advanced|Advanced ui_mount_and_blade_is_ready|Mount Blade Warband is ready. ui_notification_trial_mode|Mount Blade Warband is currently running in Trial Mode. In this mode you can play the game freely until your character reaches level 6. To continue further, please buy a license from taleworlds.com. It takes only a minute to buy a license online and unlock the complete mode. ui_there_are_no_modules_installed|There are no modules installed! ui_notification_new_version|A newer version of Mount Blade Warband was found.\nCurrently installed version is %d.%d%d%d.\nLatest version of Mount Blade Warband is %d.%d%d%d.\nYou can download the new version from www.taleworlds.com. ui_new_version_found|New Version Found! ui_notification_unable_to_retreive_new_version|Unable to retrieve new version info. Please try again later. ui_new_version|New Version ui_notification_latest_version|The installed version of Mount Blade Warband is the most current one. ui_mount_and_blade_is_up_to_date|Mount Blade Warband is up-to-date! ui_off|Off ui_continue_playing_the_trial_mode|Continue playing in Trial Mode ui_faq_caption|FAQ ui_faq_text|Q What is activation?\r\nA The activation system is a user-friendly copy-protection method which is based on distributing a unique serial key along with each copy of the game. You need to activate the game once on every computer that you want to play the game with your serial key. After activating once, you don't need to do anything else to play such as keeping the game disc in the drive. As long as you keep your serial key, you will be able to activate and play the game easily, even after many years.\r\n\r\nQ Where can I find my serial key?\r\nA Each boxed copy of the game includes a unique serial key. Different vendors may distribute the keys in different ways, but it is typically attached to the cover of your printed manual. If you have purchased your game online, then the online vendor should supply you your serial key.\r\n\r\nQ How does the activation process work?\r\nA The game creates a hash-value from the specifications of your computer and sends it to an activation server over the internet together with your serial key. The activation server registers the serial key to your computer and responds with an activation number, which then unlocks the full mode of the game.\r\n\r\nQ Can I activate the game on multiple computers?\r\nA Yes, you can. But please remember that the game is licensed to you for your own personal use. The activation server may reject a serial key temporarily if it is used on too many computers in a short period of time. \r\n\r\nQ The program stops to respond after I click on the activate button.\r\nA Sometimes it may take up to half a minute to carry out the activation process. Be patient, the game will eventually report the result.\r\n\r\nQ My computer does not have access to the internet. How can I activate the game?\r\nA In this case you may use manual activation. Just click on "Enter Your Serial Key", and then "Manual Activation" buttons. You will still need to open up the manual activation web-page from another computer that is linked to the internet.\r\n ui_auto_adjust|Auto Adjust ui_screen_size|Screen Resolution ui_antialiasing|Antialiasing ui_use_desktop_resolution|Use Desktop Resolution ui_play|Play Mount Blade Warband ui_check_for_new_version|Check For New Version ui_configure|Configure ui_configure_caption|Configure ui_mountandblade_website|Mount Blade Warband Website ui_current_setting| Current Module ui_manual_activation_text1|1) In your web browser, open the following address ui_manual_activation_text2|2) In the webpage that opens enter your serial key... ui_manual_activation_text3|3) ...and this machine's hardware hash ui_manual_activation_text4|4) The page will then give you an activation code. Enter or paste it below and click OK. ui_activation_code|Activation Code ui_force_vsync|Force Vertical Sync. ui_module_newer_than_application|The module you selected has been specified NOT TO WORK with the current version of the game. You are strongly advised not to run this setting. To remedy this, you may try checking for a newer version of the game. ui_module_older_than_application|The module you selected has been created for an older version of the game and may not work with the current version of the game. You may go ahead and try running it but there is a chance that you will run into difficulties. To remedy this, you may check if a newer version of the module is available. ui_m_low|Low ui_m_high|High ui_m_ultra_high|Ultra High ui_force_single_threading|Force Single Threading ui_not_enough_memory|It seems that you currently have %d MB of available total physical and virtual memory. Mount Blade Warband requires at least 700 MB of available memory in order to run without a problem. If Mount Blade Warband continuously crashes during your play, please close some of your programs before starting Mount Blade Warband or increase your virtual memory from Control Panel - System menu. ui_install|Install Mount Blade Warband DirectXText|"Mount Blade Warband requires DirectX 9.0c or above to run. This computer does not meet the requirement. To fix the problem you need to download and install the latest version of DirectX from Microsoft's website. Would you like to visit TaleWorlds DirectX Download page now?" NoMountAndBladeText|"Mount Blade Warband has not been installed on this computer. Please download the full installer from www.taleworlds.com and use it to install the game." ui_SavegamesText|"Do you want to keep your save files?" ui_trialmode_online|Mount Blade Warband is currently running in Trial Mode. In this mode you can play the game freely until your character reaches level 7. To continue further, you need to enter a serial key and activate the game. If you have already purchased the game, please enter your serial key now. If not you may easily purchase the game from Taleworlds.com. It takes only a minute to buy a license online and unlock the complete mode. ui_launch_activate|Enter Your Serial Key ui_trialmode2_online|After buying a license, you will obtain your serial key.\nTo unlock the full mode just proceed to... ui_trialmode3_online|Or, if you don't wish to purchase the game yet you can also... ui_trialmode4_online|Our online sales process is fully secure and we greatly respect our customers' rights to security, privacy, having backup copies of their game and upgrading their computers/hardware. If you'd like to learn more about our sales policy, please take a look at ui_ondemand_textures|Load Textures On Demand ui_language|Language ui_steam_not_running|Steam could not be initialized properly. Steam must be running to play this game. ui_switch_to_turkish_explanation|Oyunun dilini Turkce'ye cevirmek ister misiniz? ui_switch_to_turkish_yes|Evet ui_switch_to_turkish_no|Hayir ui_new_version_message|A newer version of the game is available. Do you wish to visit the download page now? ui_enable_version_check|Enable Version Check ui_disable|Disable ui_yes2|Yes ui_no2|No ui_new_version_message2|A newer version of the game is available. Please visit the online portal you purchased the game from to download the new version.
https://w.atwiki.jp/metalmetabo/pages/26.html
- visitors Combining pathway analysis with flux balance analysis for the comprehensive study of metabolic systems slu.edu [PDF]… JS Edwards, D Letscher, BØ Palsson - Biotechnology and …, 2000 - interscience.wiley.com http //scholar.google.com/scholar?q=related HtFdZ3DFTgMJ scholar.google.com/ hl=ja as_sdt=2000 ... dimensional space. From metabolic pathway analysis, the edges of the high-dimensional flux cone are vectors that correspond to sys- temically defined “extreme pathways” spanning the ca- pabilities of the system. The addition ... Metabolic pathway analysis of yeast strengthens the bridge between transcriptomics and metabolic networks T Çakir, B Kirdar, KÖ Ülgen - Biotechnology and …, 2004 - Wiley Online Library http //scholar.google.com/scholar?q=related cUtrabByB40J scholar.google.com/ hl=ja as_sdt=2000 Abstract Central carbon metabolism of the yeast Saccha- romyces cerevisiae was analyzed using metabolic pathway analysis tools. Elementary flux modes for three substrates (glucose, galactose, and ethanol) were determined using the catabolic reactions ... Metabolic pathway analysis for rational design of L-methionine production by Escherichia coli and Corynebacterium glutamicum JO Krömer, C Wittmann, H Schröder, E Heinzle - Metabolic engineering, 2006 - Elsevier http //scholar.google.com/scholar?q=related KSxlsQoF_oIJ scholar.google.com/ hl=ja as_sdt=2000 Metabolic pathway analysis was carried out to predict the metabolic potential of Corynebacterium glutamicum and Escherichia coli for the production of L-methionine. Based on detailed stoichiometric models for these organisms, this allowed the calculation of the theoretically optimal ... The genome-scale metabolic extreme pathway structure in Haemophilus influenzae shows significant network redundancy JA Papin, ND Price, JS Edwards, BØ … - Journal of theoretical …, 2002 - Elsevier http //scholar.google.com/scholar?q=related KrUkw9kndisJ scholar.google.com/ hl=ja as_sdt=2000 ... 229–248. Abstract | PDF (428 K) | View Record in Scopus | Cited By in Scopus (198). 19. CHSCHILLING, S. SCHUSTER, BO PALSSON and R. HEINRICH, Metabolic pathway analysis basic concepts and scientific applications in the post-genomic era. Biotechnol. Prog. ... Potential drug targets in Mycobacterium tuberculosis through metabolic pathway analysis psu.edu [PDF]S Anishetty, M Pulimi, G Pennathur - Computational Biology and …, 2005 - Elsevier http //scholar.google.com/scholar?q=related hEJbAmAPhwkJ scholar.google.com/ hl=ja as_sdt=2000 The emergence of multidrug resistant varieties of Mycobacterium tuberculosis has led to a search for novel drug targets. We have performed an insilico comparative analysis of metabolic pathways of the host Homo sapiens and the pathogen M. tuberculosis. Enzymes from the ... In silico metabolic pathway analysis and design succinic acid production by metabolically engineered Escherichia coli as an example jsbi.org [PDF]SY Lee, SH Hong, SY Moon - GENOME INFORMATICS SERIES, 2002 - jsbi.org http //scholar.google.com/scholar?q=related 6Ehoy39R1HUJ scholar.google.com/ hl=ja as_sdt=2000 Abstract The intracellular metabolic fluxes can be calculated by metabolic flux analysis, which uses a stoichiometric model for the intracellular reactions along with mass balances around the intra- cellular metabolites. In this study, we have constructed in silico metabolic pathway ... Determination of redundancy and systems properties of the metabolic network of Helicobacter pylori using genome-scale extreme pathway analysis cshlp.org [HTML]ND Price, JA Papin, BØ Palsson - Genome Research, 2002 - genome.cshlp.org http //scholar.google.com/scholar?q=related hyQpOmehsTYJ scholar.google.com/ hl=ja as_sdt=2000 Metabolic pathway analysis in trypanosomes and malaria parasites. nih.gov [PDF]AH Fairlamb - Philosophical Transactions of the Royal Society B …, 2002 - ncbi.nlm.nih.gov http //scholar.google.com/scholar?q=related x44FtcJTlQwJ scholar.google.com/ hl=ja as_sdt=2000 Identification of novel drug targets is required for the development of new classes of drugs to overcome drug resistance and replace less efficacious treatments. In theory, knowledge of the entire genome of a pathogen identifies every potential drug target in any given microbe. ... A general definition of metabolic pathways useful for systematic organization and analysis of complex metabolic networks uni-erlangen.de [PDF]S Schuster, DA Fell, T Dandekar - Nature biotechnology, 2000 - nature.com http //scholar.google.com/scholar?q=related 4GmcRTKIXlwJ scholar.google.com/ hl=ja as_sdt=2000 ... Trends Biotechnol. 17, 53–60(1999). | Article | PubMed | ISI | ChemPort |; Schilling, CH, Schuster, S., Palsson, BO Heinrich R. Metabolic pathway analysis basic concepts and scientific applications in the post-genomic era. Biotechnol. Prog. 15, 296–303 (1999). ...
https://w.atwiki.jp/usb_audio/pages/34.html
原文:Audio Device Document 1.0(PDF) USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 31 Table 3-1 Status Word Format Offset Field Size Value Description 0 bStatusType 1 Bitmap D7 Interrupt PendingD6 Memory Contents ChangedD5..4 ReservedD3..0 Originator0 = AudioControl interface1 = AudioStreaming interface2 = AudioStreaming endpoint3..15 = Reserved 1 bOriginator 1 Number ID of the Terminal, Unit, interface, orendpoint that reports the interrupt. 3.7.2 AudioStreaming Interface AudioStreaming interfaces are used to interchange digital audio data streams between the Host and the audio function. They are optional. An audio function can have zero or more AudioStreaming interfaces associated with it, each possibly carrying data of a different nature and format. Each AudioStreaming interface can have at most one isochronous data endpoint. This construction guarantees a one-to-one relationship between the AudioStreaming interface and the single audio data stream, related to the endpoint. In some cases, the isochronous data endpoint is accompanied by an associated isochronous synch endpoint for synchronization purposes. The isochronous data endpoint is required to be the first endpoint in the AudioStreaming interface. The synch endpoint always follows its associated data endpoint. An AudioStreaming interface can have alternate settings that can be used to change certain characteristics of the interface and underlying endpoint. A typical use of alternate settings is to provide a way to change the bandwidth requirements an active AudioStreaming interface imposes on the USB. By incorporating a low-bandwidth or even zero-bandwidth alternate setting for each AudioStreaming interface, a device offers to the Host software the option to temporarily relinquish USB bandwidth by switching to this lowbandwidth alternate setting. If such an alternate setting is implemented, it must be the default alternate setting (alternate setting zero). A zero-bandwidth alternate setting can be implemented by specifying zero endpoints in the standard AudioStreaming interface descriptor. All other interface and endpoint descriptors (both standard and class-specific) need not be specified in this case. The AudioStreaming interface is essentially used to provide an access point for the Host software (drivers) to manipulate the behavior of the physical interface it represents. Therefore, even external connections to the audio function (S/PDIF interface, analog input, etc.) can be represented by an AudioStreaming interface so that the Host software can control certain aspects of those connections. This type of AudioStreaming interface has no associated USB endpoints. The related audio data stream is not using USB as a transport medium. In addition, the concepts of dynamic interfaces as described in the Universal Serial Bus Class Specification can be used to notify the Host software that changes have occurred on the external connection. This is analogous to switching alternate settings on an AudioStreaming interface with USB endpoints, except that the switch is now device-initiated instead of Host-initiated. As an example, consider an S/PDIF connection to an audio function. If nothing is connected to this external S/PDIF interface, the AudioStreaming interface is idle and reports itself as being dynamic and non-configured (bInterfaceClass=0x00). If the user connects a standard IEC958 signal to the audio function, the S/PDIF receiver inside the audio function detects this and notifies the Host that the AudioStreaming interface has switched to its IEC958 mode (alternate setting x). If, on the other hand, an USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 32 IEC1937 signal, carrying MPEG-encoded audio is connected, the AudioStreaming interface switches to the appropriate setting (alternate setting y) to handle the MPEG decoding process. For every isochronous OUT or IN endpoint defined in any of the AudioStreaming interfaces, there must be a corresponding Input or Output Terminal defined in the audio function. For the Host to fully understand the nature and behavior of the connection, it must take into account the interface- and endpoint-related descriptors as well as the Terminal-related descriptor. 3.7.2.1 Isochronous Audio Data Stream Endpoint In general, the data streams that are handled by an isochronous audio data endpoint do not necessarily map directly to the logical channels that exist within the audio function. As an example, consider a “stereo” audio data stream that contains audio data, encoded in Dolby Prologic format. Although there is only one data stream, carrying interleaved samples for Left and Right (or more precisely LT and RT), these two channels carry information for four logical channels (Left, Right, Center, and Surround). Other examples include cases in which multiple logical audio channels are compressed into a single data stream. The format of such a data stream can be entirely different from the native format of the logical channels (for example, 256 Kbits/s MPEG1 stereo audio as opposed to 176.4 Kbytes/s 16 bit stereo 44.1 kHz audio). Therefore, to describe the data transfer at the endpoint level correctly, the notion of logical channel is replaced by the notion of audio data stream. It is the responsibility of the AudioStreaming interface which contains the OUT endpoint to convert between the audio data stream and the embedded logical channels before handing the data over to the Input Terminal. In many cases, this conversion process involves some form of decoding. Likewise, the AudioStreaming interface which contains the IN endpoint must convert logical channels from the Output Terminal into an audio data stream, often using some form of encoding. Consequently, requests to control properties that exist within an audio function, such as volume or mute cannot be sent to the endpoint in an AudioStreaming interface. An AudioStreaming interface operates on audio data streams and is unaware of the number of logical channels it eventually serves. Instead, these requests must be directed to the proper audio function’s Units or Terminals via the AudioControl interface. As already mentioned, an AudioStreaming interface can have zero or one isochronous audio data endpoint. If multiple synchronous audio channels must be communicated between Host and audio function, they must be clustered into one audio channel cluster by interleaving the individual audio data, and the result can be directed to the single endpoint. Furthermore, a single synch endpoint, if needed, can service the entire cluster. In this way, a minimum number of endpoints are consumed to transport related data streams. If an audio function needs more than one cluster to operate, each cluster is directed to the endpoint of a separate AudioStreaming interface, belonging to the same Audio Interface Collection (all servicing the same audio function). If there is a need to manipulate a number of AudioStreaming interfaces as a whole, these interfaces can be tied together. The techniques for associating interfaces, described in the Universal Serial Bus Class Specification should be used to create the binding. 3.7.2.2 Isochronous Synch Endpoint For adaptive audio source endpoints and asynchronous audio sink endpoints, an explicit synch mechanism is needed to maintain synchronization during transfers. For details about synchronization, see Section 5, “USB Data Flow Model,” in the USB Specification and the relevant parts of the Universal Serial Bus Class Specification. The information carried over the synch path consists of a 3-byte data packet. These three bytes contain the Ff value in a 10.14 format as described in Section 5.10.4.2, “Feedback” of the USB Specification. Ff represents the average number of samples the endpoint must produce or consume per frame to match the desired sampling frequency Fs exactly. USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 33 A new Ff value is available every 2(10 – P) ms (frames) where P can range from 1 to 9, inclusive. The sample clock Fs is always derived from a master clock Fm in the device. P is related to the ratio between those clocks through the following relationship 数式 In worst case conditions, only Fs is available and Fm = Fs, giving P = 1 because one can always use phase information to resolve the estimation of Fs within half a clock cycle. An adaptive audio source IN endpoint is accompanied by an associated isochronous synch OUT endpoint that carries Ff. An asynchronous audio sink OUT endpoint is accompanied by an associated isochronous synch IN endpoint. For adaptive IN endpoints and asynchronous OUT endpoints, the standard endpoint descriptor provides the bSynchAddress field to establish a link to the associated synch endpoint. It contains the address of the synch endpoint. The bSynchAddress field of the synch standard endpoint descriptor must be set to zero. As indicated earlier, a new Ff value is available every 2(10 – P) frames with P ranging from 1 to 9. The bRefresh field of the synch standard endpoint descriptor is used to report the exponent (10-P) to the Host. It can range from 9 down to 1. (512 ms down to 2 ms) 3.7.2.3 Audio Channel Cluster Format An audio channel cluster is a grouping of logical audio channels that share the same characteristics like sampling frequency, bit resolution, etc. Channel numbering in the cluster starts with channel one up to the number of channels in the cluster. The virtual channel zero is used to address a master Control in a Unit, effectively influencing all the channels at once. The maximum number of independent channels in an audio channel cluster is limited to 254. Indeed, Channel zero is used to reference the master channel and code 0xFF (255) is used in requests to indicate that the request parameter block holds values for all available addressed Controls. For further details, refer to Section 5.2.2, “AudioControl Requests” and the sections that follow, describing the second form of requests. In many cases, each channel in the audio cluster is also tied to a certain location in the listening space. A trivial example of this is a cluster that contains Left and Right logical audio channels. To be able to describe more complex cases in a manageable fashion, this specification imposes some limitations and restrictions on the ordering of logical channels in an audio channel cluster. There are twelve predefined spatial locations · Left Front (L) · Right Front (R) · Center Front (C) · Low Frequency Enhancement (LFE) [Super woofer] · Left Surround (LS) · Right Surround (RS) · Left of Center (LC) [in front] · Right of Center (RC) [in front] · Surround (S) [rear] · Side Left (SL) [left wall] · Side Right (SR) [right wall] · Top (T) [overhead] If there are logical channels present in the audio channel cluster that correspond to some of the previously defined spatial positions, then they must appear in the order specified in the above list. For instance, if a USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 34 cluster contains logical channels Left, Right and LFE, then channel 1 is Left, channel 2 is Right, and channel 3 is LFE. To characterize an audio channel cluster, a cluster descriptor is introduced. This descriptor is embedded within one of the following descriptors · Input Terminal descriptor · Mixer Unit descriptor · Processing Unit descriptor · Extension Unit descriptor The cluster descriptor contains the following fields · bNrChannels a number that specifies how many logical audio channels are present in the cluster. · wChannelConfig a bit field that indicates which spatial locations are present in the cluster. The bit allocations are as follows § D0 Left Front (L) § D1 Right Front (R) § D2 Center Front (C) § D3 Low Frequency Enhancement (LFE) § D4 Left Surround (LS) § D5 Right Surround (RS) § D6 Left of Center (LC) § D7 Right of Center (RC) § D8 Surround (S) § D9 Side Left (SL) § D10 Side Right (SR) § D11 Top (T) § D15..12 Reserved · Each bit set in this bit map indicates there is a logical channel in the cluster that carries audio information, destined for the indicated spatial location. The channel ordering in the cluster must correspond to the ordering, imposed by the above list of predefined spatial locations. If there are more channels in the cluster than there are bits set in the wChannelConfig field, (i.e. bNrChannels [Number_Of_Bits_Set]), then the first [Number_Of_Bits_Set] channels take the spatial positions, indicated in wChannelConfig. The remaining channels have ‘non-predefined’ spatial positions (positions that do not appear in the predefined list). If none of the bits in wChannelConfig are set, then all channels have non-predefined spatial positions. If one or more channels have non-predefined spatial positions, their spatial location description can optionally be derived from the iChannelNames field. · iChannelNames index to a string descriptor that describes the spatial location of the first nonpredefined logical channel in the cluster. The spatial locations of all remaining logical channels must be described by string descriptors with indices that immediately follow the index of the descriptor of the first non-predefined channel. Therefore, iChannelNames inherently describes an array of string descriptor indices, ranging from iChannelNames to (iChannelNames + (bNrChannels- [Number_Of_Bits_Set]) - 1) Example 1 An audio channel cluster that carries Dolby Prologic logical channels has the following cluster descriptor Table 3-2 Dolby Prologic Cluster Descriptor Offset Field Size Value Description USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 35 Offset Field Size Value Description 0 bNrChannels 1 4 There are 4 logical channels in the cluster. 1 wChannelConfig 2 0x0107 Left, Right, Center and Surround are present. 3 iChannelNames 1 Index Because there are no non-predefined logical channels, this index must be set to 0. Example 2 A hypothetical audio channel cluster inside an audio function could carry Left, Left Surround, Left of Center, and two auxiliary channels that contain each a different weighted mix of the Left, Left Surround and Left of Center channels. The corresponding cluster descriptor would be Table 3-3 Left Group Cluster Descriptor Offset Field Size Value Description 0 bNrChannels 1 5 There are 5 logical channels in the cluster 1 wChannelConfig 2 0x0051 Left, Left Surround, Left of Center and two undefined channels are present. (bNrChannels [Number_Of_Bits_Set]) 3 iChannelNames 1 Index Optional index of the first non-predefined string descriptor Optional string descriptors String (Index) = ‘Left Down Mix 1’ String (Index+1) = ‘Left Down Mix 2’ 3.7.2.4 Audio Data Format The format used to transport audio data over the USB is entirely determined by the code, located in the wFormatTag field of the class-specific interface descriptor. Therefore, each defined Format Tag must document in detail the audio data format it uses. Consequently, format-specific descriptors are needed to fully describe the format. For details about the predefined Format Tags and associated data formats and descriptors, see the separate document, USB Audio Data Formats, that is considered part of this specification. Vendor-specific protocols must be fully documented by the manufacturer. 1 - 6 - 11 - 16 - 21 - 26 - 31 - 36 - 41 - 46 - 51 - 56 - 61 - 66 - 71 - 76 - 81 - 86 - 91 - 96 - 101 - 106 - 111 - 116 - 121 - 126 ここを編集
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- visitors Metabolic pathway analysis basic concepts and scientific applications in the post-genomic erapsu.edu [PDF] CH Schilling, S Schuster, BO Palsson, … - Biotechnology …, 1999 - interscience.wiley.com http //scholar.google.com/scholar?q=related JkHo1UMnlWkJ scholar.google.com/ hl=ja as_sdt=2000 This article reviews the relatively short history of metabolic pathway analysis. Computer-aided algorithms for the synthesis of metabolic pathways are discussed. Important algebraic concepts used in pathway analysis, such as null space and convex cone, are explained. It is ... Metabolic pathway analysisS Schuster - Information and Simulation Systems for the Analysis of … - Citeseer http //citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.94.4013 rep=rep1 type=pdf#page=18 18 Metabolic pathway analysis Stefan Schuster Max Delbruck Centre for Molecular Medicine D-13092 Berlin-Buch, Germany Metabolic network analysis, alternatively called pathway analysis, has manifold applications in functional genomics, metabolic engineering and ... Two approaches for metabolic pathway analysis? tkk.fi [PDF]S Klamt, J Stelling - TRENDS in Biotechnology, 2003 - Elsevier http //scholar.google.com/scholar?q=related Zqc2nsalEsAJ scholar.google.com/ hl=ja as_sdt=2000 Metabolic pathway analysis is becoming increasingly important for assessing inherent network properties in (reconstructed) biochemical reaction networks. Of the two most promising concepts for pathway analysis, one relies on elementary flux modes and the other on extreme ... Theory for the systemic definition of metabolic pathways and their use in interpreting metabolic function from a pathway-oriented perspective CH Schilling, D Letscher, BØ PALSSON - Journal of Theoretical Biology, 2000 - Elsevier http //scholar.google.com/scholar?q=related 5zrGtYrEQUQJ scholar.google.com/ hl=ja as_sdt=2000 ... 4193–4198. Full Text via CrossRef | View Record in Scopus | Cited By in Scopus (78). 25. CH SCHILLING, S. SCHUSTER, BO PALSSON and R. HEINRICH, Metabolic pathway analysis basic concepts and scientific applications in the post-genomic era. Biotechnol. Prog. ... A multiple alignment algorithm for metabolic pathway analysis using enzyme hierarchy Y Tohsato, H Matsuda, A Hashimoto - Proceedings of the 8th International …, 2000 - aaai.org http //scholar.google.com/scholar?q=related Gyor1EbInm8J scholar.google.com/ hl=ja as_sdt=2000 In many of the chemical reactions in living cells, enzymes act as catalysts in the conversion of certain compounds (substrates) into other compounds (products). Comparative analyses of the metabolic pathways formed by such reactions give important information on their ... Metabolic pathway analysis of a recombinant yeast for rational strain development brookes.ac.uk [PDF]R Carlson, D Fell, F Srienc - Biotechnology and …, 2002 - interscience.wiley.com http //scholar.google.com/scholar?q=related oWtlgoIqVyQJ scholar.google.com/ hl=ja as_sdt=2000 Abstract Elementary mode analysis has been used to study a metabolic pathway model of a recombinant Saccharomyces cerevisiae system that was genetically engineered to produce the bacterial storage compound poly-b-hydroxybutyrate (PHB). The model includes bio- ... Metabolic pathway analysis web service (Pathway Hunter Tool at CUBIC) oxfordjournals.org [HTML]SA Rahman, P Advani, R Schunk, R Schrader, D … - …, 2005 - Oxford Univ Press http //scholar.google.com/scholar?q=related MgbBoNOqvX8J scholar.google.com/ hl=ja as_sdt=2000 Motivation Pathway Hunter Tool (PHT), is a fast, robust and user-friendly tool to analyse the shortest paths in metabolic pathways. The user can perform shortest path analysis for one or more organisms or can build virtual organisms (networks) using enzymes. Using PHT, the ... Combined use of proteomic analysis and enzyme activity assays for metabolic pathway analysis of glycerol fermentation by Klebsiella pneumoniae tu-harburg.de [PDF]W Wang, J Sun, M Hartlep, WD … - Biotechnology and …, 2003 - interscience.wiley.com http //scholar.google.com/scholar?q=related OKsyM7nYUH0J scholar.google.com/ hl=ja as_sdt=2000 Abstract The fed-batch fermentation of glycerol to 1,3- propanediol by Klebsiella pneumoniae displayed an un- usual dynamic behavior that can be clearly divided into four distinct phases according to cell growth and CO2 evolution rate. Metabolism changed significantly during ... Combinatorial complexity of pathway analysis in metabolic networks u-bordeaux2.fr [PDF]S Klamt, J Stelling - Molecular Biology Reports, 2002 - Springer http //scholar.google.com/scholar?q=related kLqNimyG924J scholar.google.com/ hl=ja as_sdt=2000 Key words combinatorial complexity in metabolic networks, elementary flux modes, metabolic pathway analysis, structural network analysis Summary Elementary flux mode analysis is a promising approach for a pathway ... Comparison of network-based pathway analysis methods cell.com [HTML]JA Papin, J Stelling, ND Price, S Klamt, S … - TRENDS in …, 2004 - Elsevier http //scholar.google.com/scholar?q=related BYENm_cYtdQJ scholar.google.com/ hl=ja as_sdt=2000 ... Recent network-based metabolic pathway analysis has focused on two approaches, those of elementary modes [4] and extreme pathways [5]. Both of these methods use convex analysis [6], a branch of mathematics that enables the analysis of inequalities and systems of linear ...
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tags HTML Java Microsoft Shapiro_C Sun UNIX Varian_H_R strategy standard url Lead2Amazon Amazon.co.jp Google Scholar auther Shapiro, C. and Varian, H.R. bibtex en @book{ShapiroVarian1999information, title={{Information rules a strategic guide to the network economy}}, author={Shapiro, C. and Varian, H.R.}, isbn={087584863X}, year={1999}, publisher={Harvard Business Press} } ja @book{ShapiroVarian1999information, title={{Information rules a strategic guide to the network economy}}, author={Shapiro, C. and Varian, H.R.}, isbn={087584863X}, year={1999}, publisher={Harvard Business Press}, note ={(千本倖生監訳・宮本喜一訳, 「ネットワーク経済」の法則 , IDGジャパン (1999))}, } format for references APA Shapiro, C., Varian, H. (1998). Information Rules A Strategic Guide to the network economy. Harvard Business Press. AIS Shapiro, C. and Varian, H.R. 1998. Information rules a strategic guide to the network economy, Harvard Business Press. 経営情報学会 Shapiro, Carl and Hal R. Varian Information Rules, Harvard Business School Press, 1998.(邦訳:千本倖生監訳・宮本喜一訳『「ネットワーク経済」の法則 』IDGジャパン,1999年.) memo chapter9 p. 438@ja 表8.1 標準化ゲーム 弱いチームの選択肢 好戦派 標準化支持 強いチームの選択肢 好戦派 標準化競争 強者が弱者を抑えこもうとする 標準化支持 (X) 標準化の合意をめざす →しかし、Internet標準、Web標準では、強いチームが自らの提案仕様を標準化して、競合企業に使わせるというXのパターンが存在しうる。 chapter 8 p450@ja オープンな標準はスポンサーがいないと危険にさらされる オープンな標準は”分裂”や”粉砕”といった目に遭いやすい。標準の分裂は、標準化されたテクノロジーのさまざまな互換性のないバージョンの出現を意味する。 〜 UNIX統一規格の失敗についてのまとめ 〜 chapter 8 p452@ja オープンな標準は、市場を自分勝手な方向へ拡張してやがて設置ベースまでコントロールしようと狙っている企業に、”ハイジャック”されることもある。マイクロソフトはJavaとHTMLの両方を同社独自の方向へ拡張しているとして非難されてきた。 chapter 8 p453@ja サンはJavaで同じ問題に直面している。サンの競合相手や補完製品の供給者はJavaがオープンになるように願っているが、同社はJavaの開発でそのコントロールを放棄することには消極的だ。中心的な企業がなくなってJavaそのものが足踏みしてしまうのを恐れているからだ。このため、サンはJavaの同盟で他の企業とは異なる立場を維持している。 chapter 8 p453@ja 同盟に対する我々の最後の警告は、崩壊する可能性もある、ということだ。同盟の結成に気を配るだけでなく、そのまとまりを維持するためにも神経を使う必要がある。 chapter 8 p455@ja 公的な標準設定作業がかかわる標準は、過去に例がないほどますます増加している 公的な標準設定作業には時間がかかるが、新しいテクノロジーの場合にはそれによって非常に大きな信用を獲得することができる。 chapter 8 p456@ja オープンな標準を確立するような場合でも、自分のテクノロジーに対する最低のコントロールは維持できるよう努力すること cited as ShintakuEto200807 \cite{ShapiroVarian1999information}は、狭義のデファクト標準ではなく、コンセンサス標準策定の場における企業の活動指針を示した画期的なものであった。 (p.15) Funk2003standards In the industrial standard s literature, firm behavior and network externalities have a strong effect on which design becomes an industrial standard through the so-called bandwagon effect. Since the number of users has a direct effect on the value of the product, market share becomes a measure of quality and a rising market share increases the product s charm. Thus, the acquisition of an early installed base and the opening the standard in order to acquire an early installed base are accepted strategies for making your product or technology an industrial standard \cite{Rofles1974theory, OrenSmith1981critical, FarrellSaloner1985standardization, KatzShapiro1985network, Asaba1995cooperation, ShapiroVarian1999information}.
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ParticleButtonWindow>Object>ParticleParticle System Physics Visualization Extras Children 実際使ってみるその1:粒子を飛ばす その2:Objectを飛ばす その3:煙 その4:爆発 Particle ButtonWindow>Object>Particle Particle System BasicAmount:発生する粒子の数 Sta/End:発生させるFrameと終了するFrame。粒子は均等に発生します Life:粒子の生存時間。消滅時にkillが発生>Reactor Rand:寿命に乱数を加えます Emitfrom:粒子の発生場所とタイミングを変えますRandom/Faces/Verts/Volume:発生場所 Even/Distribution:分布方法 Amount: P/F:1面に粒子が発生する場所の数 Physics Normal:Particleが飛ぶ長さ Random:Normalに乱数を加える Tan:粒子に角度を加える Rot:回転を加える Rotation:Dynamic: Random: Visualization Extras Effectors TimeLoop:消滅した粒子を再発生させます Tweak:距離に倍数を加えます Children 実際使ってみる その1:粒子を飛ばす まず適当なメッシュを出して、ボタンウィンドウのObject>Particle>Particle System でAdd Newしてください。これでCubeからParticleを飛ばす準備が出来ました。 Particleは1面ずつ順番に発射されます。例えば粒子600発を6面体から飛ばした場合、面1から100発、面2から100発…と、弾は平均的に、順番に発射されます。 これを変更するには上記のParticle System>Emitfromを使います。RandomとEvenにチェックを入れたら全ての面から発射されます。 飛ばす距離を変えるにはPhysics>Nomalを変えましょう。マイナス方向にも飛ばせます。 Alt+A(アニメーション開始)で確認しましょう。直線にしか飛ばなくてあまり面白くありませんね? Nomalの下にあるRandomを変えましょう。乱数がNomalに加算されていろんな方向に粒子が飛びます 他のメニューについては上のButtanWindowの説明を読んでください。 設定 赤い部分は必須。黄色い部分はお好みで その2:Objectを飛ばす VisualizationのPointをObjectにかえてOB に飛ばしたいObject名を入れて終わりです。Lampだって飛ばせます その3:煙 原理としては、極薄テクスチャを張った球体を幾つも重ねて煙や炎を表現します。 これにより、Particleが広がるほど中心は薄くなっていきます。 まずIcoSphere出してParticleに適当な設定を付けて下さい。 Materialを追加して、テクスチャボタンに移ってCloudsテクスチャを追加し、Colors>Color BindでAlpha値を0.00と0.100を設定します。 Materialに戻ってLink and Pipeline>HaloとShaders>Halo Tex,Map To>Alphaにチェックを入れます。 完成した煙 設定 Alpha値を下げるだけでも出来ますがショボくなります その4:爆発 爆発は複数のパーティクルを組み合わせて表現します。 収縮する光、拡散する炎、飛び散る火の粉の3つです。
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Poems(作成中) いままで書いてきた詩です。 休日 旅 今を生きる 海底に沈む存在 一つの絆 遮断 変化 幻想と現実 迎春 夕焼け 通り過ぎた街を行く 出来るだけ自然に。 それは、いつか見た夢の続き 瞬間 ACHES 涙の影 今を生きること 風の行方 鏡の中のオマエ 波にさらわれた恋 涙の詩 雪の欠片 雫 3年後の君 奇跡 信号のないあなたに 空が僕を見つめてる 悲しみに流されて Leaves 永遠の記憶 あなたに出会えたこと 僕の好きな場所 心の中に居ればいい Story of the Days 寂しさの暗闇の中で 溢れる涙は空の色 Alongside you to love out of the way upstairs 静 Shot Straight way/Sweetness 好きだから.. Love box Sound two years ago KAI S Short Poems My fearless love IN MY MIGHT STORN 尚太くん’S ぽえむ キラリキラリ・・ 鍵盤 声が聴きたい 休日 蚊 沈黙の夜 悲しい海 お風呂の中に君とボク 青いキャンパス 雨
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