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Market Scenario The global Network as a Service Market had a recorded market size of USD $35.3 billion as of 2016. But with the rise in demand, the market size is predicted to increase to USD $126.8 billion by the end of the present forecast years. The growth rate is recorded at a high CAGR rate of 28.4%. In modern-day terminology, Network as a Service is accountable as a model of virtual networking business, as of the present scenario. This service is utilized for integrating or merging the modern-day cloud computing services with that of advanced cloud networking framework. It is the business model that works upon quickly delivering the network services, but on virtual measures. It can be adapted in the form of diverse payment options and is also referred to as the ongoing demand network provider for diverse business types. The use of this business model has risen in demand with the spread of potential awareness upon cloud technology, which offers vast storage of data and concept introduction to Big Data Analytics. The speedy growth of this market is also noticed over some IoT implementations that work upon supporting the massive growth of this industry. Moreover, with this market boost, it is expected that the modern NFV will get developed within a minimal estimated period of time. The report focuses on highlighting the growth potential of the industry. Along with that, this report also focuses upon the market segmentation, market drivers, regional analysis, and other such important factors. The report also explains the potential of key players across the various regions that are working upon improving the growth of this industry. The market size was higher in the initiating years of this model, as people just came to know about it at the start. Now, with the rise in adaptation, the market size is expected to boom in the present forecast years on a high scale. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/2251 Segmentation Based on the type segmentation, the global Network as a Service Market is segmented into LAN and WAN type implementation. The people utilizing upon this model can pick the type that their business would profit from! Based on the service segmentation, the global Network as a Service Market is segmented into offering services such as WAN connection, Data Center, and BOD. Based on the component segmentation, the global NaaS Market is segmented into technology service and infrastructure. It offers services to be implemented over a complete business infrastructure or as a specific technology service. Based on the end-user segmentation, the global NaaS market is segmented into diverse end-users such as IT Telecommunication, Healthcare, and BFSI. These are the sectors that are progressively implementing the use of NaaS solutions. Regional Analysis The global network as a service market trend are analysed across APAC, North America, EU, and the rest of the world. The inclination towards adoption of disruptive technologies and intense research in telecom industry resulting in rapid development are observed as chief factors that can prompt the expansion of the network as a service market in the years to come. The rise in cloud-based services can drive North America network as a service market across the analysis period. North America can secure the highest share of the global market, with the US leading the regional market through the study period. In Europe, the surge in the telecommunication sector and rise in network facilities can prompt the expansion of the network as a service market in the years to come. The existence of firm IT infrastructure and rise in the number of IT projects can drive EU NaaS market through study period. In Asia Pacific region, the network as a service market can garner considerable revenue in the years to come. The expansion of APAC NaaS market can be attribute to the initiative taken by government to promote NaaS across rising economies. Competitive Outlook Alcatel Lucent (U.S.), Ciena Corporation (U.S), Brocade Communications Systems Inc. (U.S.), Juniper Networks (U.S.), Cisco Systems (U.S.), IBM Corp. (U.S.), NEC Corp. (Japan), Aryaka Networks Inc. (U.S.), VMware (U.S.), and ATamong others are some notable marketers in the global network as service market as listed by MRFR. Industry News The telecom cloud is adapting to the change of modern-day telecommunication companies. They are upgrading from the landline services to offer advanced level cloud-computing services. Hence, that will definitely be permitting the actual employment of the networking resources. This concept of NaaS is helping companies adapt the benefits of modern-day cloud computing solutions for IT optimization. Hence, that results in lesser costs, higher elasticity, and a high level of accuracy. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/network-as-a-service-market-2251 Table of Contents 1Executive Summary 2Scope of the Report 2.1Market Definition 2.2Scope of the Study 2.2.1Research objectives 2.2.2Assumptions Limitations 2.3Markets Structure Continued…. LIST OF TABLES TABLE 1 GLOBAL NETWORK AS A SERVICE MARKET, BY TYPE TABLE 2 GLOBAL NETWORK AS A SERVICE MARKET, BY SERVICE TABLE 3 GLOBAL NETWORK AS A SERVICE MARKET, BY COMPONENT Continued…. LIST OF FIGURES FIGURE 1 RESEARCH NETWORK SOLUTION FIGURE 2 GLOBAL NETWORK AS A SERVICE MARKET BY TYPE (%) FIGURE 3 GLOBAL NETWORK AS A SERVICE MARKET BY SERVICE (%) Continued…. Similar Report***** Mixed Reality Market Research Report https //writeonwall.com/mixed-reality-market-by-development-size-share-and-demand-opportunity-size-share-trend-intel-corporation-u-s-sony-corporation-japan/ Smart Glass Market https //writeonwall.com/smart-glass-market-by-development-size-share-and-demand-opportunity-size-share-key-manufacturers-drivers-value-and-foreseen-2027/ Passport Reader Market https //writeonwall.com/passport-reader-market-by-development-size-share-and-demand-opportunity-it-security-and-data-protection-analysis-forecast-to-2030/ About Market Research Future At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research Consulting Services. Contact Market Research Future (Part of Wantstats Research and Media Private Limited) 99 Hudson Street, 5Th Floor New York, NY 10013 United States of America 1 628 258 0071 (US) 44 2035 002 764 (UK) Email sales@marketresearchfuture.com Website https //www.marketresearchfuture.com/
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General.propertiesの設定 Administrator EverybodyHasAdminRights = False ServerListBrackets = False ServerListClock = False ServerGMOnly = False 全キャラがGMになる GMHeroAura = False ログイン時にGMが英雄にならない(Trueはログイン時にGMが英雄になっている) GMStartupInvulnerable = False GMStartupInvisible = False GMがログイン時に透明(Invisible状態)にならない(Trueは透明(Invisible状態)になる) GMStartupSilence = False GMStartupAutoList = False GMStartupDietMode = False GMAdminMenuStyle = modern Server Security BypassValidation = True GameGuardProhibitAction = True LogChat = True LogItems = False GMAudit = False LogGameDamage = False Dev Configuration Debug = False Assert = False Developer = False AcceptGeoeditorConn = False ListTestServers = False AltDevNoQuests = False AltDevNoSpawns = False Thread Configuration ThreadPoolSizeEffects = 10 ThreadPoolSizeGeneral = 13 UrgentPacketThreadCoreSize = 2 GeneralPacketThreadCoreSize = 4 GeneralThreadCoreSize = 4 AiMaxThread = 6 PacketLifeTime = 0 DeadLockDetector = False DeadLockCheckInterval = 20 RestartOnDeadlock = False Optimize FloodProtectorInitialSize = 50 AllowDiscardItem = True AutoDestroyDroppedItemAfter = 0 AutoDestroyHerbTime = 15 ハーブが地面に落ちてから消えるまでの時間 ListOfProtectedItems = 57,5575,6673 アイテム(ID 57アデナ、ID 5575古代のアデナ、ID 6673NCJイベントコイン)は消滅指定時間が経過しても消えない SaveDroppedItem = false ドロップアイテムを保存しない(Trueは保存する(l2jdbに保存するので鯖起動時に読み込みを行う)) CharacterDataStoreInterval = 15 LazyItemsUpdate = false UpdateItemsOnCharStore = false DestroyPlayerDroppedItem = false DestroyEquipableItem = false SaveDroppedItem = false EmptyDroppedItemTableAfterLoad = false SaveDroppedItemInterval = 60 ClearDroppedItemTable = false AutoDeleteInvalidQuestData = False PreciseDropCalculation = True MultipleItemDrop = True ForceInventoryUpdate = False LazyCache = True MinNPCAnimation = 10 MaxNPCAnimation = 20 MinMonsterAnimation = 5 MaxMonsterAnimation = 20 MoveBasedKnownlist = False KnownListUpdateInterval = 1250 GridsAlwaysOn = False GridNeighborTurnOnTime = 1 GridNeighborTurnOffTime = 90 Geodata GeoData = 0 0=未実装、1=実装、2=細部まで実装 CellPathFinding = False CoordSynchronize = -1 ZoneTown = 0 ActivatePositionRecorder = False GlobalChat = ON TradeChat = LIMITED AllowWarehouse = True WarehouseCache = False WarehouseCacheTime = 15 AllowFreight = True AllowWear = False WearDelay = 5 WearPrice = 10 AllowLottery = False AllowRace = False AllowWater = True AllowRentPet = False AllowFishing = True AllowBoat = True 遊覧船を実装 AllowCursedWeapons = True AllowManor = True AllowNpcWalkers = True AllowPetWalkers = False ShowServerNews = False CommunityType = 0 0=未実装、1=実装、2=細部まで実装 BBSShowPlayerList = False プレイヤーリストを表示しない(Trueは表示する) BBSDefault = _bbshome ShowLevelOnCommunityBoard = False ShowStatusOnCommunityBoard = True NamePageSizeOnCommunityBoard = 50 NamePerRowOnCommunityBoard = 5 Olympiad AltOlyStartTime = 18 オリンピア開始時刻 AltOlyMin = 00 オリンピア終了時刻 AltOlyCPeriod = 21600000 AltOlyBattle = 360000 AltOlyBWait = 600000 AltOlyIWait = 300000 AltOlyWPeriod = 604800000 AltOlyVPeriod = 86400000 AltOlyClassedParticipants = 5 クラス別オリンピア開始最低人数 AltOlyNonClassedParticipants = 9 クラス無制限オリンピア開始最低人数 AltOlyBattleRewItem = 6651 ID 6651ノーブレス ゲート パス AltOlyClassedRewItemCount = 50 AltOlyNonClassedRewItemCount = 30 AltOlyMinPointForExchange = 50 AltOlyCompRewItem = 6651 ID 6651ノーブレス ゲート パス AltOlyGPPerPoint = 1000 AltOlyHeroPoints = 300 AltOlyShowMonthlyWinners = true AltOlyAnnounceGames = true AltOlyRestrictedItems = 0 AltOlyEnchantLimit = -1 AlyOlyLogFights = false Manor AltManorRefreshTime = 20 AltManorRefreshMin = 00 AltManorApproveTime = 6 AltManorApproveMin = 00 AltManorMaintenancePeriod = 360000 AltManorSaveAllActions = True AltManorSavePeriodRate = 2 Lottery AltLotteryPrize = 50000 AltLotteryTicketPrice = 2000 AltLottery5NumberRate = 0.6 AltLottery4NumberRate = 0.2 AltLottery3NumberRate = 0.2 AltLottery2and1NumberPrize = 200 Dimension Rift RiftMinPartySize = 2 MaxRiftJumps = 4 RiftSpawnDelay = 10000 AutoJumpsDelayMin = 480 AutoJumpsDelayMax = 600 BossRoomTimeMultiply = 1.5 RecruitCost = 18 SoldierCost = 21 OfficerCost = 24 CaptainCost = 27 CommanderCost = 30 HeroCost = 33 Four Sepulchers TimeOfAttack = 50 TimeOfCoolDown = 5 TimeOfEntry = 3 TimeOfWarmUp = 2 NumberOfNecessaryPartyMembers = 4 Punishment DefaultPunish = 2 DefaultPunishParam = 0 OnlyGMItemsFree = True JailIsPvp = True JailDisableChat = True Database Customizations CustomSpawnlistTable = false SaveGmSpawnOnCustom = false DeleteGmSpawnOnCustom = false CustomNpcTable = false CustomItemTables = false CustomArmorSetsTable = false CustomTeleportTable = false CustomDroplistTable = false CustomMerchantTables = false General.propertiesの設定(Revision 3492) # --------------------------------------------------------------------------- # General Server Settings # --------------------------------------------------------------------------- # The defaults are set to be retail-like. If you modify any of these settings your server will deviate from being retail-like. # Warning # Please take extreme caution when changing anything. Also please understand what you are changing before you do so on a live server. # --------------------------------------------------------------------------- # Administrator # --------------------------------------------------------------------------- # If this option is set to True every newly created character will have access level 200. This means that every character created will have Administrator Privileges. # Default False EverybodyHasAdminRights = False # Show server/DP revision when players enter the game # Default True DisplayServerRevision = True # Setting for serverList # Displays [] in front of server name on character selection # Default False ServerListBrackets = False # Displays a clock next to the server name on character selection. # Default False ServerListClock = False # If True, only accounts with GM access can enter the server. # Default False ServerGMOnly = False # Enable GMs to have the glowing aura of a Hero character on login. # Notes #GMs can do "///hero" on themselves and get this aura voluntarily. #It s advised to keep this off due to graphic lag. # Default False GMHeroAura = False # Auto set invulnerable status to a GM on login. # Default False GMStartupInvulnerable = False # Auto set invisible status to a GM on login. # Default False GMStartupInvisible = False # Auto block private messages to a GM on login. # Default False GMStartupSilence = False # Auto list GMs in GM list (/gmlist) on login. # Default False GMStartupAutoList = False # Auto set diet mode on to a GM on login (affects your weight penalty). # Default False GMStartupDietMode = False # The way //admin panel looks can be "modern" or "classic" (default is modern while classic provides more compatibility). # Default modern GMAdminMenuStyle = modern # Item restrictions apply to GMs aswell? (True = restricted usage) GMItemRestriction = True # Skill restrictions apply to GMs aswell? (True = restricted usage) GMSkillRestriction = True # --------------------------------------------------------------------------- # Server Security # --------------------------------------------------------------------------- # Bypass exploit protection. To ENABLE protection set to True. # Default True BypassValidation = True # Enforce gameguard for clients. Sends a gameguard query on character login. # Default True GameGuardEnforce = True # Don t allow player to perform trade, talk with npc, or move until gameguard reply is received. # Default True GameGuardProhibitAction = True #Logging settings. The following four settings, while enabled, will increase writing to your hard drive(s) considerably. Depending on the size of your server, the amount of players, and other factors, you may suffer a noticable performance hit. # Default False LogChat = False # Default False LogItems = False # Default False LogItemEnchants = False # Default False LogSkillEnchants = False # Default False GMAudit = False # Default False LogGameDamage = False # If damage greater than threshold then log it # Default 5000 LogGameDamageThreshold = 5000 # --------------------------------------------------------------------------- # Thread Configuration # --------------------------------------------------------------------------- # Extreme caution should be here, set to defaults if you do not know what you are doing. # These could possibly hurt your servers performance or improve it depending on your server s configuration, size, and other factors. # Default 10 ThreadPoolSizeEffects = 10 # Default 13 ThreadPoolSizeGeneral = 13 # Default 2 UrgentPacketThreadCoreSize = 2 # Default 4 GeneralPacketThreadCoreSize = 4 # Default 4 GeneralThreadCoreSize = 4 # Default 6 AiMaxThread = 6 # Dead Lock Detector (a separate thread for detecting deadlocks). # For improved crash logs and automatic restart in deadlock case if enabled. # Check interval is in seconds. # Default False DeadLockDetector = False # Default 20 DeadLockCheckInterval = 20 # Default False RestartOnDeadlock = False # --------------------------------------------------------------------------- # Optimization # --------------------------------------------------------------------------- # Items on ground management. # Allow players to drop items on the ground. # Default True AllowDiscardItem = True # Delete dropped reward items from world after a specified amount of seconds. Disabled = 0. # Default 600 AutoDestroyDroppedItemAfter = 600 # Time in secs after which dropped herb will be auto-destroyed (default 15 seconds) # Default 15 AutoDestroyHerbTime = 60 # List of item id that will not be destroyed (separated by "," like 57,5575,6673). # Notes #Make sure the lists do NOT CONTAIN trailing spaces or spaces between the numbers! #Items on this list will be protected regardless of the following options. # Default 0 ListOfProtectedItems = 0 # This is the interval (in minutes), that the gameserver will update a players information such as location. # The higher you set this number, there will be less character information saving so you will have less accessessing of the database and your hard drive(s). # The lower you set this number, there will be more frequent character information saving so you will have more access to the database and your hard drive(s). # A value of 0 disables periodic saving. # Independent of this setting the character is always saved after leaving the world. # Default 15 CharacterDataStoreInterval = 15 # This enables the server to only update items when saving the character. # Enabling this greatly reduces DB usage and improves performance. # WARNING This option causes item loss during crashes. # Default False LazyItemsUpdate = False # When enabled, this forces (even if using lazy item updates) the items owned by the character to be updated into DB when saving its character. # Default False UpdateItemsOnCharStore = False # Also delete from world misc. items dropped by players (all except equip-able items). # Notes #Works only if AutoDestroyDroppedItemAfter is greater than 0. # Default False DestroyPlayerDroppedItem = False # Destroy dropped equipable items (armor, weapon, jewelry). # Notes #Works only if DestroyPlayerDroppedItem = True # Default False DestroyEquipableItem = False # Save dropped items into the database for restoring after restart. # Default False SaveDroppedItem = False # Enable/Disable the emptying of the stored dropped items table after items are loaded into memory (safety setting). # If the server crashed before saving items, on next start old items will be restored and players may already have picked up some of them so this will prevent duplicates. # Default False EmptyDroppedItemTableAfterLoad = False # Time interval in minutes to save in DB items on ground. Disabled = 0. # Notes #If SaveDroppedItemInterval is disabled, items will be saved into the database only at server shutdown. # Default 60 SaveDroppedItemInterval = 60 # Delete all saved items from the database on next restart? # Notes #Works only if SaveDroppedItem = False. # Default False ClearDroppedItemTable = False # Delete invalid quest from players. # Default False AutoDeleteInvalidQuestData = False # Setting False can improve server performance on high rate/population servers. # Default True PreciseDropCalculation = True # Allow creating multiple non-stackable items at one time? # Default True MultipleItemDrop = True # Forces full item inventory packet to be sent for any item change. # Notes #This can increase network traffic # Default False ForceInventoryUpdate = False # True = Load html s into cache only on first time html is requested. # False = Load all html s into cache on server startup. # Default True LazyCache = True # Minimum and maximum variables in seconds for npc animation delay. # You must keep MinNPCAnimation = MaxNPCAnimation. # Default 10 MinNPCAnimation = 10 # Default 20 MaxNPCAnimation = 20 # Default 5 MinMonsterAnimation = 5 # Default 20 MaxMonsterAnimation = 20 # Knownlist (the list of things a character sees) update method. Default is currently time based updating, which also makes it possible to use config options for guards to see moving monsters. Alternatively move based update can be used but guards cannot track mobs with that option but otherwise it should work well. # Default False MoveBasedKnownlist = False # Interval (in miliseconds) in which the knownlist does full updates. # For move based updates its used for intermediate updates. # WARNING! #Useful interval is between 300 - 2000. Too small value may kill your CPU, too high value may not update knownlists properly. The default value is chosen experimentally. # Default 1250 KnownListUpdateInterval = 1250 # Grid options Grids can turn themselves on and off. This also affects the loading and processing of all AI tasks and (in the future) geodata within this grid. # Turn on for a grid with a person in it is immediate, but it then turns on the 8 neighboring grids based on the specified number of seconds. # Turn off for a grid and neighbors occurs after the specified number of seconds have passed during which a grid has had no players in or in any of its neighbors. # The always on option allows to ignore all this and let all grids be active at all times (not suggested). # Default False GridsAlwaysOn = False # Default 1 GridNeighborTurnOnTime = 1 # Default 90 GridNeighborTurnOffTime = 90 # --------------------------------------------------------------------------- # Geodata # --------------------------------------------------------------------------- # GeoData options # 0 = GeoData and PathFinding OFF (default) # 1 = GeoData is used to check Line Of Sight (LOS) targeting and # L2Playable movement. You need to download files for data/geodata folder. # Monsters can pass walls but not aggro (no line of sight) through them. # 2 = Full GeoData enabled. Includes PathFinding (requires also /data/pathnode # files if CellPathFinding not enabled) and all character moves go through # geodata checks (if a mob passes a wall, pathfinding didn t find a route # but we allow attack and returning home). # Recommended server memory minimum 2 GB, rather 3 GB. # Default 0 GeoData = 0 # Cell-level pathfinding, produces more accurate routes but is (maybe 10x) heavier to calculate. Recommended for small servers at least. # If False, pathnode files are used. Uses a max number of nodes in calculation which can be adjusted in the algorithm if it needs to be faster. # Default False CellPathFinding = False # True = Loads GeoData buffer s content into physical memory. # False = Does not necessarily imply that the GeoData buffer s content is not resident in physical memory. # Default True ForceGeodata = True # This setting controls Client -- Server Player coordinates synchronization # -1 - Will synchronize only Z from Client -- Server. Default when no geodata. # 1 - Synchronization Client -- Server only. Using this option (without geodata) makes it more difficult for players to bypass obstacles. # 2 - Intended for geodata (at least with cell-level pathfinding, otherwise can you try -1). # Server sends validation packet if client goes too far from server calculated coordinates. # Default -1 CoordSynchronize = -1 # --------------------------------------------------------------------------- # Features # --------------------------------------------------------------------------- # Zone Setting Options # 0 = Peace All the Time # 1 = PVP During Siege for siege participants # 2 = PVP All the Time # Default 0 ZoneTown = 0 # Activates the position recorder. Valid 3D points will be recorded and written to data/universe.txt on shutdown. # Default False ActivatePositionRecorder = False # Global Chat. # Available Options ON, OFF, GM, GLOBAL # Default ON GlobalChat = ON # Trade Chat. # Available Options ON, OFF, GM, GLOBAL # Default ON TradeChat = ON # If you are experiencing problems with Warehouse or Freight transactions, feel free to disable them here. # Default True AllowWarehouse = True # Enable Warehouse Cache. If warehouse is not used will server clear memory used by this warehouse. # Default False WarehouseCache = False # How long warehouse should be stored in memory. # Default 15 WarehouseCacheTime = 15 # Default True AllowFreight = True # If True player can try on weapon and armor in shop. # Default False AllowWear = False # Default 5 WearDelay = 5 #Adena cost to try on an item. # Default 10 WearPrice = 10 # --------------------------------------------------------------------------- # Misc Settings # --------------------------------------------------------------------------- # Default True AllowRace = True # Default True AllowWater = True # Enable pets for rent (wyvern strider) from pet managers. # Default False AllowRentPet = False # Default True AllowFishing = True # Default True AllowBoat = True # Default True AllowCursedWeapons = True # This controls whether or not NPCs (not mobs) will walk around from one point to another. # Default True AllowNpcWalkers = True #Allow Pet manager s pets to walk around. # Default True AllowPetWalkers = True # Show "data/html/servnews.htm" when a character enters world. # Default False ShowServerNews = False # Type of the Community board # 0 = community is disabled # 1 = old community # 2 = full community (not fully implemented, experimental) # Default 1 CommunityType = 1 # Default False BBSShowPlayerList = False # Default _bbshome BBSDefault = _bbshome # show level of character to others in Community Board # Default False ShowLevelOnCommunityBoard = False # Default True ShowStatusOnCommunityBoard = True # Default 50 NamePageSizeOnCommunityBoard = 50 # Default 5 NamePerRowOnCommunityBoard = 5 # --------------------------------------------------------------------------- # Olympiad # --------------------------------------------------------------------------- # Olympiad Start Time in Military hours Default 6pm (18) # Default 18 AltOlyStartTime = 18 # Olympiad Start Time for Min s, Default 00 so at the start of the hour. # Default 00 AltOlyMin = 00 # Olympiad Competition Period, Default 6 hours. # (If set different, should be increment by 10mins) # Default 21600000 AltOlyCPeriod = 21600000 # Olympiad Battle Period, Default 6 minutes. # Default 360000 AltOlyBattle = 360000 # Olympiad Weekly Period, Default 1 week # Default 604800000 AltOlyWPeriod = 604800000 # Olympiad Validation Period, Default 24 Hours. # Default 86400000 AltOlyVPeriod = 86400000 # Required number of participants for Classed and Non-Classed matches, Default 5 9 # Default 5 AltOlyClassedParticipants = 5 # Default 9 AltOlyNonClassedParticipants = 9 # Number used for displaying amount of registered participants, messages "Fewer than ..." or "More than ...". # 0 for displaying digits instead of text phrase (old style). # Default 100 AltOlyRegistrationDisplayNumber = 100 # Olympiad battle winner reward for class and non-class games. # Default 13722 AltOlyBattleRewItem = 13722 # Default 50 AltOlyClassedRewItemCount = 50 # Default 30 AltOlyNonClassedRewItemCount = 30 # ItemId for this reward. # Default 13722 AltOlyCompRewItem = 13722 # Rate to exchange points to reward item. # Default 1000 AltOlyGPPerPoint = 1000 # Noblesse points awarded to Heros. # Default 180 AltOlyHeroPoints = 180 # Noblesse points awarded to Rank 1 members. # Default 120 AltOlyRank1Points = 120 # Noblesse points awarded to Rank 2 members. # Default 80 AltOlyRank2Points = 80 # Noblesse points awarded to Rank 3 members. # Default 55 AltOlyRank3Points = 55 # Noblesse points awarded to Rank 4 members. # Default 35 AltOlyRank4Points = 35 # Noblesse points awarded to Rank 5 members. # Default 20 AltOlyRank5Points = 20 # Hero tables show last month s winners or current status. # Default True AltOlyShowMonthlyWinners = True # Olympiad Managers announce each start of fight. # Default True AltOlyAnnounceGames = True # Restrict specified items in Olympiad. ItemID s need to be separated with a comma (ex. 1,200,350) # Default 0 AltOlyRestrictedItems = 0 # Enchant limit for items during Olympiad battles. Disabled = -1. # Default -1 AltOlyEnchantLimit = -1 # Log all Olympiad fights and outcome to olympiad.csv file. # Default False AlyOlyLogFights = False # --------------------------------------------------------------------------- # Manor # --------------------------------------------------------------------------- # Default True AllowManor = True # Manor refresh time in military hours. # Default 20 (8pm) AltManorRefreshTime = 20 # Manor refresh time (minutes). # Default 00 (start of the hour) AltManorRefreshMin = 00 # Manor period approve time in military hours. # Default 6 (6am) AltManorApproveTime = 6 # Manor period approve time (minutes). # Default 00 (start of the hour) AltManorApproveMin = 00 # Manor maintenance time. # Default 360000 (6 minutes) AltManorMaintenancePeriod = 360000 # Manor Save Type. # True = Save data into the database after every action # Default False AltManorSaveAllActions = False # Manor Save Period (used only if AltManorSaveAllActions = False) Default very 2 hours # Default 2 AltManorSavePeriodRate = 2 # --------------------------------------------------------------------------- # Lottery # --------------------------------------------------------------------------- # Default True AllowLottery = True # Initial Lottery prize. # Default 50000 AltLotteryPrize = 50000 # Lottery Ticket Price # Default 2000 AltLotteryTicketPrice = 2000 # What part of jackpot amount should receive characters who pick 5 wining numbers # Default 0.6 AltLottery5NumberRate = 0.6 # What part of jackpot amount should receive characters who pick 4 wining numbers # Default 0.2 AltLottery4NumberRate = 0.2 # What part of jackpot amount should receive characters who pick 3 wining numbers # Default 0.2 AltLottery3NumberRate = 0.2 # How much adena receive characters who pick two or less of the winning number # Default 200 AltLottery2and1NumberPrize = 200 # --------------------------------------------------------------------------- # Dimension Rift # --------------------------------------------------------------------------- # Minimal party size to enter rift. Min = 2, Max = 9. # If while inside the rift, the party becomes smaller, all members will be teleported back. # Default 2 RiftMinPartySize = 2 # Number of maximum jumps between rooms allowed, after this time party will be teleported back # Default 4 MaxRiftJumps = 4 # Time in ms the party has to wait until the mobs spawn when entering a room. C4 retail 10s # Default 10000 RiftSpawnDelay = 10000 # Time between automatic jumps in seconds # Default 480 AutoJumpsDelayMin = 480 # Default 600 AutoJumpsDelayMax = 600 # Time Multiplier for stay in the boss room # Default 1.5 BossRoomTimeMultiply = 1.5 # Cost in dimension fragments to enter the rift, each party member must own this amount # Default 18 RecruitCost = 18 # Default 21 SoldierCost = 21 # Default 24 OfficerCost = 24 # Default 27 CaptainCost = 27 # Default 30 CommanderCost = 30 # Default 33 HeroCost = 33 # --------------------------------------------------------------------------- # Four Sepulchers # --------------------------------------------------------------------------- # Default 50 TimeOfAttack = 50 # Default 5 TimeOfCoolDown = 5 # Default 3 TimeOfEntry = 3 # Default 2 TimeOfWarmUp = 2 # Default 4 NumberOfNecessaryPartyMembers = 4 # --------------------------------------------------------------------------- # Punishment # --------------------------------------------------------------------------- # Player punishment for illegal actions # 1 - broadcast warning to gms only # 2 - kick player(default) # 3 - kick ban player # 4 - jail player (define minutes of jail with param 0 = infinite) # Default 2 DefaultPunish = 2 # This setting typically specifies the duration of the above punishment. # Default 0 DefaultPunishParam = 0 # Apply default punish if player buy items for zero adena. # Default True OnlyGMItemsFree = True # Jail is a PvP zone. # Default True JailIsPvp = True # Disable all chat in jail (except normal one) # Default True JailDisableChat = True # --------------------------------------------------------------------------- # Database Custom Tables # --------------------------------------------------------------------------- # Default False CustomSpawnlistTable = False # Option to save GM spawn only in the custom table. # Default False SaveGmSpawnOnCustom = False # Option to delete spawn in alternate table. # Default False DeleteGmSpawnOnCustom = False # Default False CustomNpcTable = False # Default False CustomItemTables = False # Default False CustomArmorSetsTable = False # Default False CustomTeleportTable = False # Default False CustomDroplistTable = False # Default False CustomMerchantTables = False # --------------------------------------------------------------------------- # Developer Settings # --------------------------------------------------------------------------- # Do not touch these if you do not know what you are doing. # These settings are for debugging servers ONLY. They are not meant for LIVE servers. # Default False Debug = False # Packet handler debug output # Default False PacketHandlerDebug = False # Default False Assert = False # Default False Developer = False # Default False AcceptGeoeditorConn = False # If True the server will be a test server (listed by test server clients only). # Default False TestServer = False # If this is True then test servers will be listed like test servers. # Default False ListTestServers = False # Don t load spawntable. # Default False AltDevNoSpawns = False
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Cusumano_M_A Gawer_A platform strategy platform title How companies become platform leaders authers Gawer, A. and Cusumano, M.A. bibtex @article{GawerCusumano2008how, title={{How companies become platform leaders}}, author={Gawer, A. and Cusumano, M.A.}, journal={MIT Sloan management review}, volume={49}, number={2}, pages={28--35}, year={2008} } format for references 経営情報学会 Gawer, A. and Cusumano, M. A. “How companies become platform leaders”, MIT Sloan management review, Vol.49, No.2, 2008, pp. 28-35. CIRIEC Japan Gawer, A. and Cusumano, M. A. [2008] 「How companies become platform leaders」『MIT Sloan management review』49巻2号, pp. 28-35. LNBIP Gawer, A. and Cusumano, M. A. How companies become platform leaders”, MIT Sloan management review. vol.49, no.2, pp. 28--35. (2008) abstract memo These markets require distinctive com- petitive strategies because the products are parts of systems that combine core components made by one company with complements usually made by a variety of compa- nies. The busi- ness challenges include either making key complements or introducing incentives for third-party companies to create the complementary innovations necessary to build market momentum and defeat competing platforms. Our strategic recommendations consist of two basic approaches. One strategy, “coring,” addresses the challenges of creating a new platform where one has not existed before. “Coring” is the set of activities a company can use to identify or design an element (a technology, a product or a service) and make this element fundamental to a technological system as well as to a market. The platform leader must create economic incentives for ecosys- tem members to invest in creating complementary innovations and to keep doing so over time. In addition, platform-leader wannabes need to protect their ability to profit financially from their innovations, just as any innovator company should. The balancing act — protecting one’s sources of profit while enabling complementors to make an adequate profit and protect their own proprietary knowledge — is perhaps the greatest challenge to platform leadership. example1 Google s search technology make browser venders to implement their service to toolbar example2 Qualcomm s CDMA technology 3 EMC s WideSky Coring Strategic Option How to create a new platform where none existed before Technology Actions to Consider • Solve an essential “system” problem • Facilitate external companies’ provision of add-ons • Keep intellectual property closed on the innards of your technology • Maintain strong interdependencies between platform and complements Business Actions to Consider • Solve an essential business problem for many industry players • Create and preserve complementors’ incentives to contribute and innovate • Protect your main source of revenue and profit • Maintain high switching costs to competing platforms The second strategy, “tipping,” tackles the problem of how to win platform wars by building market momentum.1 For a dom- inant standard and a platform leader to emerge from such standards wars, the markets have to “tip” in favor of a particular technology standard or platform embodying that standard. “Tip- ping” is the set of activities or strategic moves that companies can use to shape market dynamics and win a platform war when at least two platform candidates compete. com- panies should try to gain control over an installed base, broadly license their intellectual property and facilitate partner invest- ments in complementary innovation. see this reference @book{ShapiroVarian1999information, title={{Information rules a strategic guide to the network economy}}, author={Shapiro, C. and Varian, H.R.}, year={1999}, publisher={Harvard Business School Press} } Platform-leader wannabes should also invest in building brand equity as well as manufac- turing, distribution or service capabilities to signal support of the platform. Pricing is another useful strategic weapon,,,, At the opposite extreme, trying to stimulate demand through low or zero pricing for all or part of a platform system can de-stroy the business model for complementors. But there is another powerful way to accomplish tipping “tip- ping across markets,” which others have called “platform envelopment.”10 Tipping across markets occurs when a company crosses over the boundary of its existing market to absorb techni- cal features from an adjacent market and bundle them to extend the company’s platform. see this reference @article{EisenmannEtAl2006strategies, title={{Strategies for two-sided markets}}, author={Eisenmann, T. and Parker, G. and Van Alstyne, M.W.}, journal={Harvard business review}, volume={84}, number={10}, pages={92}, year={2006} } cases Linux for servers, Internet Explorer Tipping Strategic Option How to win platform wars by building market momentum Technology Actions to Consider • Try to develop unique, compelling features that are hard to imitate and that attract users • Tip across markets absorb and bundle technical features from an adjacent market Business Actions to Consider • Provide more incentives for complemen- tors than your competitors do • Rally competitors to form a coalition • Consider pricing or subsidy mechanisms that attract users to the platform There is an important difference between a product and an industry platform. this paper is written about "industry platform" examples; microsoft vs Apple s machintosh, video game consoles because Apple did not open the Mac’s architecture and software to third-party complementors and licensees. We believe that coring is a possible option for any company because technology and architectural leadership do not directly depend on the size of the company. no for web application switching cost of web app is much less than OS or hardware, because it can be used only by accessing certain URI. cited as {Cusumano2010staying Annabelle Gawer and I considered this issue in a recent article and conclueded that, for a product or component technology to have platform potential it should satisfy two conditions. GawerCusumano2008companies First, the product or technology should perform at least one essential function as part of a "system", like the scanning mechanism and playback format in a home video recorder, or the operating software and microprocessor hardware in a personal computer. The function is esencial if it solves a critical system-related problem for the industry, such as how to encode video signals or control the operations of a personal computer or a smartphone. Second, the product or technology should be relatively easy for other companies to connect to with their own products, components, or services in order to improve or expand the functionality of the overall platform system, for both intended and unexpected uses.
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UNIVERSAL MUSIC UCCE-9xxx 2000-10-04 UCCE-9001 CARLA BLEY "4X4" (non papersleeve) 2001-03-28 UCCE-9002 Keith Jarrett, Gary Peacock, Jack DeJohnette "Standards, Vol.1" 2001-03-28 UCCE-9003 Keith Jarrett, Gary Peacock, Jack DeJohnette "Standards, Vol.2" 2001-03-28 UCCE-9004 KEITH JARRETT, GARY PEACOCK, JACK DEJOHNETTE "CHANGES" 2001-03-28 UCCE-9005 KEITH JARRETT, GARY PEACOCK, JACK DEJOHNETTE "STANDARDS LIVE" 2001-03-28 UCCE-9006/7 KEITH JARRETT, GARY PEACOCK, JACK DEJOHNETTE "STILL LIVE" 2001-03-28 UCCE-9008 KEITH JARRETT, GARY PEACOCK, JACK DEJOHNETTE "CHANGELESS" 2001-03-28 UCCE-9009/10 Keith Jarrett, Gary Peacock, Jack DeJohnette "Tribute" 2001-08-22 UCCE-9011 KEITH JARRETT "THE KOLN CONCERT" 2001-08-22 UCCE-9012 KEITH JARRETT "FACING YOU" 2001-08-22 UCCE-9013/4 KEITH JARRETT "KEITH JARRETT SOLO-CONCERT BREMEN LAUSANNE" 2001-08-22 UCCE-9015/6 KEITH JARRETT "STAIRCASE" 2001-08-22 UCCE-9017 Keith Jarrett "Concerts" 2001-08-22 UCCE-9018 Keith Jarrett "Dark Intervals" 2001-08-22 UCCE-9019 KEITH JARRETT "PARIS CONCERT" 2002-09-19 UCCE-9020 KEITH JARRETT, JAN GARBAREK, PALLE DANIELSSON, JON CHRISTENSEN "MY SONG" 2002-09-19 UCCE-9021 KEITH JARRETT, JAN GARBAREK, PALLE DANIELSSON, JON CHRISTENSEN "BELONGING" 2002-09-19 UCCE-9022 KEITH JARRETT, JAN GARBAREK, PALLE DANIELSSON, JON CHRISTENSEN "PERSONAL MOUNTAINS" 2002-09-19 UCCE-9023/4 KEITH JARRETT, JAN GARBAREK, PALLE DANIELSSON, JON CHRISTENSEN "NUDE ANTS" 2002-09-19 UCCE-9025 KEITH JARRETT "THE SURVIVORS SUITE" 2002-09-19 UCCE-9026 KEITH JARRETT "EYES OF THE HEART" 2002-09-19 UCCE-9027 PAT METHENY "BRIGHT SIZE LIFE" 2002-09-19 UCCE-9028 PAT METHENY "WATERCOLORS" 2002-09-19 UCCE-9029 PAT METHENY GROUP "PAT METHENY GROUP" 2002-09-19 UCCE-9030 PAT METHENY "NEW CHAUTAUQUA" 2002-09-19 UCCE-9031 PAT METHENY GROUP "AMERICAN GARAGE" 2002-09-19 UCCE-9032/3 PAT METHENY, CHARLIE HADEN, JACK DEJOHNETTE, DEWEY REDMAN, MIKE BRECKER "80/81" 2002-09-19 UCCE-9034 Pat Metheny Lyle Mays "As Falls Wichita, So Falls Wichita Falls" 2002-09-19 UCCE-9035 PAT METHENY GROUP "OFFRAMP" 2002-09-19 UCCE-9036/7 PAT METHENY GROUP "TRAVELS" 2002-09-19 UCCE-9038 PAT METHENY w/CHARLIE HADEN BILLY HIGGINS "Rejoicing" 2002-09-19 UCCE-9039 PAT METHENY GROUP "FIRST CIRCLE" 2005-02-09 UCCE-9042 PAT METHENY GROUP "PAT METHENY GROUP" 2005-02-09 UCCE-9043 PAT METHENY GROUP "AMERICAN GARAGE" 2005-02-09 UCCE-9044 PAT METHENY GROUP "OFFRAMP" 2005-02-09 UCCE-9045/6 PAT METHENY GROUP "TRAVELS" 2005-02-09 UCCE-9047 PAT METHENY GROUP "FIRST CIRCLE" 2005-06-29 UCCE-9048 Chick Corea "PIANO IMPROVISATIONS VOL.1" 2005-06-29 UCCE-9049 KEITH JARRETT, JACK DEJOHNETTE "RUTA AND DAITYA" 2005-06-29 UCCE-9050 JAN GARBAREK, BOBO STENSON, TERJE RYPDAL, ARILD ANDERSEN, JON CHRISTENSEN "SART" 2005-06-29 UCCE-9051 PAUL BLEY "Open, to love" 2005-06-29 UCCE-9052 GARY BURTON, CHICK COREA "CRYSTAL SILENCE" 2005-06-29 UCCE-9053 STEVE KUHN "TRANCE" 2005-06-29 UCCE-9054 Ralph Towner "Solstice" 2005-06-29 UCCE-9055 ART ENSEMBLE OF CHICAGO "NICE GUYS" 2005-06-29 UCCE-9056 Charlie Haden, Jan Garbarek, Egberto Gismonti "MAGICO" 2005-06-29 UCCE-9057 OLD AND NEW DREAMS "OLD AND NEW DREAMS" 2005-08-24 UCCE-9058 Keith Jarrett "The Melody At Night With You" 2006-04-19 UCCE-9070 mal waldron, jimmy jackson, eberhard weber, fred braceful "the call" 2006-04-19 UCCE-9071 Enrico Rava " Quotation Marks " 2006-04-19 UCCE-9072 GLOBE UNITY "COMPOSITIONS" 2006-04-19 UCCE-9073 BARRY GUY, HOWARD RILEY, JOHN STEVENS, TREVOR WATTS "ENDGAME" 2006-04-19 UCCE-9074 ELTON DEAN QUINTET "BOUNDARIES"
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Olympic Charter http //www.olympic.org/Documents/Olympic%20Charter/Charter_en_2010.pdf Chapter 1 The Olympic Movement and its Action 7 Rights over the Olympic Games and Olympic properties* (P.20) 2. The Olympic symbol, flag, motto, anthem, identifications (including but not limited to “Olympic Games” and “Games of the Olympiad”), designations, emblems, flame andtorches, as defined in Rules 8-14 below, shall be collectively or individually referred toas “Olympic properties”. All rights to any and all Olympic properties, as well as all rightsto the use thereof, belong exclusively to the IOC, including but not limited to the use forany profit-making, commercial or advertising purposes. >The IOC may license all or part of its rights on terms and conditions set forth by the IOC Executive Board. Chapter 5 The Olympic Games 41 Eligibility Code* Bye-law to Rule 41 (P.81) 3. Except as permitted by the IOC Executive Board, no competitor, coach, trainer or official who participates in the Olympic Games may allow his person, name, picture or sports performances to be used for advertising purposes during the Olympic Games. 51 Advertising, Demonstrations, Propaganda* (P.98) 2. No form of advertising or other publicity shall be allowed in and above the stadia, venues and other competition areas which are considered as part of the Olympic sites. Commercial installations and advertising signs shall not be allowed in the stadia, venues or other sports grounds. Bye-law to Rule 51 1. No form of publicity or propaganda, commercial or otherwise, may appear on persons, on sportswear, accessories or, more generally, on any article of clothing or equipment whatsoever worn or used by the athletes or other participants in the Olympic Games, except for the identification as defined in paragraph 8 below of the manufacturer of the article or equipment concerned, provided that such identification shall not be marked conspicuously for advertising purposes. Any violation of the provisions of the present clause may result in disqualification or withdrawal of the accreditation of the person concerned. The decisions of the IOC Executive Board regarding this matter shall be final. 45 Invitations and Entries* Bye-law to Rule 45 (P.84-85) 6. Any participant in the Olympic Games in whatever capacity must sign the following declaration “Understanding that, as a participant in the Olympic Games, I am participating in an exceptional event which has ongoing international and historical significance, and in consideration of the acceptance of my participation therein, I agree to be filmed, televised, photographed, identified and otherwise recorded during the Olympic Games under the conditions and for the purposes now or hereafter authorised by the International Olympic Committee (“IOC”) in relation to the promotion of the Olympic Games and Olympic Movement. I also agree to comply with the Olympic Charter currently in force, in particular, with the provisions of the Olympic Charter regarding eligibility for the Olympic Games (including Rule 41 and its Bye-law), the mass media (Rule 49), and the allowable trademark identification on clothing and equipment worn or used at the Olympic Games (Bye-law to Rule 51). I also agree that any dispute arising on the occasion of or in connection with my participation in the Olympic Games shall be submitted exclusively to the Court of Arbitration for Sport, in accordance with the Code of Sports-Related Arbitration (Rule 59). I also agree to comply with the World Anti-Doping Code and with the IOC Code of Ethics. All relevant and applicable provisions and rules have been brought to my attention by my National Olympic Committee and/or my National Sports Federation or International Sports Federation.” 7. The relevant NOC shall also sign the declaration referred to in paragraph 6 above to confirm and guarantee that all the relevant rules have been brought to the notice of the competitor and that the NOC has been authorised by the National Sports Federation concerned to sign the entry form on its behalf, with the approval of the relevant IF. 8. No entry shall be valid unless the above provisions have been observed.
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Part1 すべての始まり 授業参観 アルの日記 授業参観2 趣味・特技 ヒイロは任務に忠実…か? 家庭訪問も大変だ 偽・家庭訪問も大変だ リリーナ来訪(+アムロの日記) 受難のジュドー アルの一日 三年くらい前 アル 朝の光景 アル 一日 ロランのおしごと アル 旅行編 日常茶飯事 日常茶飯事(学園) 新たな因縁? 家族会議 ゼクスの浮気? お出掛けウッソ君 ロランの家計簿 Part2 東方不敗サッカー アル休日 仲良し一家 シーブック君 コウの日記 掲示板シリーズ 赤ハロ事件 ジュドー君 ロラン君 一人ぼっちコウ アル君のクリスマス シーブック、面接する ドモンの消息 ロラン、インタビューされる とある高級レストランにて ジュドーとガロードの短期アルバイト コウとロランのふたりごと 悲しき貧乏性 シリーズ・名店めぐり1 シロー君 ロランが怒った日 ある兄弟げんかの顛末 サバゲ 訪問客 震える家 高貴な女性たち コウの受難 外出 交友関係 ドモンの修行 これも交友関係? サバゲー後日談 サバゲー番外編 シーブックバイト中 邂逅 仲良し家族 すき焼き パーティ・パーティ パーティ・パーティ(便乗編) アムロ君 鉄仮面@パパ イザークとジェリド Part3 パーティ・パーティ(2) イザークとジェリド(2) パーティ便乗 学園祭 シーブック進学ネタ 学園祭F91 学園祭・ジュドーの災難? 種学園祭準備 学園祭W(企画) 学園祭W(準備) 家での学園祭準備 学園祭W・便乗 鉄仮面@パン屋 それぞれのお昼事情 格ゲーサークルの悲劇 後に続かぬ一発ネタ アムロとロランのふたりごと 父の日 クェス接触。アムロ会社編 アルの日記(ドモンの成人式編) トライアングル 末っ子騒動(事の起こり編) 末っ子騒動(ヒイロ編) 末っ子騒動(ロラン編) 嘘だと言ってよ、バーニィ! ザビーネ登場 鉄仮面VSギンガナム 家出少年アル Part4(表記上はPart3) 続・学園祭F91 父の日2 パラレルっす もし、妹がいたら 若きパン職人の悩み 焼肉バトル 価値観の違い 末っ子騒動(ジュドー、ガロード編) 謀ったなキース! 学園祭パラレル ミス(?)コン 二番煎じ 嘘だと言ってよ、バーニィ!(2) プル登場 末っ子騒動(キラ・ドモン編) カミーユの女装 ある朝食の風景 アムロ君の友達 嘘だと言ってよ、バーニィ 発動編 学園祭W(当日) ガンダム兄弟映画を見に行く 続・学園祭F91’ パラレル Part5 家内でのそれぞれの部屋の状況 着せ替え人形キラ 別荘談話 ふと頭に浮かんだ光景 ガンダム兄弟映画館へ行く(2) 手伝いシミュレーション V 学園祭編 ロランのいない朝食の風景 シーブックVSザビーネ ガンダム兄弟、立ち退きを命じられる 立ち退き話パロディ 鉄仮面@パン屋? 突発ネタ カイとガロード ラクスのスキャンダル騒動 スマソ、女装ネタ シリーズ・名店めぐり2 雪山修学旅行 雪山旅行前風景 バス内で シャクティの事情 カリス更生話 ある昼下がりの来客 修学旅行・ホテルにて 盗撮サイトの新メンバー キラ風邪をひく 嘘だといってよ、へンケン店長 ラーカイラム社会議室にて 迷子ミネバ とある日常の風景 修学旅行・ホテルにて(盗撮三兄弟編) 修学旅行~遊戯室にて~ ガンダムDXファイト ミンチの道 単発 修学旅行スキー中 マ・クベの壺 朝の風景~逆襲のシャア 吉野家コピペ ミンチ道を行く ガンダム一家家族会議 三人目のミンチキャラ ギンガナム騒動 歯医者までは何マイル? ドモンのバイト体験 キラVSギンガナム~朝食をかけて~ 嘘だといってよ、バーニィ(3) 新米新聞記者フラン 序奏 大食い大会 V 学園祭後始末編 カガリ受難 シャクティ沐浴騒動 修学旅行一日目-暴走飲み会 カツの三日天下 懺悔 少年と老人 救出作戦 末っ子騒動(番外編) カズィ、スキャンダルを持ち込もうとする シローとコウの兄弟喧嘩 キラ二股疑惑 カリス更生話 その2 猛虎襲来 ユウ・カジマ登場 グレミー家宅捜索される 飲み会の後で…。 尾行対策のススメ ジュドー、風邪をひく の巻 兄弟を星座に割り振ってみると 嘘だといってよ、バーニィ(4) コウの「あいのり」1 突撃 隣のハンバーガーショップ Part6 ゼロと修羅場 ジュドー、風邪を引く の巻(2) ディアナ様に嘆願しよう! 仔犬物語 コウとアル~模型屋にて~ 新卒社員チェーン・アギ 孤島の合同MS授業 ガンダムDXファイト(2) ジュピトリス たまにはこんな話 ヒイロの来客 シロー=ドモン=コウ=アルのお留守番 恩師 日常の風景 転校生 四人組のお留守番~朝食編~ 永遠にアムロ ドモン還る シャクティでちょこっと マーク再び 大晦日 節分の一家 福の神と座敷童 若きパン職人の戦い 仕切りなおし大晦日 虎さん 団らん 暇な授業の過ごし方 節分に太巻きを カイ記者の取材記録 ヒイロへのラブレター 幻のGPシリーズ ある日の下校風景 花と雑貨の店 ルース商会 ビーチャの奇妙な愛情 ローラ・ローラで大騒ぎ コウの一歩前進 大晦日2-集結する人々 大晦日3ミンチカップルと女男 妹の苦労 最大規模の大喧嘩 カイの逆襲 コレン出るかも 戦士再び 危うし! フンドシ血盟軍 (株)ザンスカール フンドシ大集合 古井戸 シャクティを探せ! HR編 シロー大活躍 一限目 ある君の友達 ウラキの野望・全国版 機獣大戦争 大晦日4 サイ ドストーリー【明日、又、生きる】 Part7 シャクティとティファ 恐怖、女の修羅場 機獣大戦争(2) 続・シャクティとティファ 血のバレンタイン 序章 シャクティの料理は愛情 血のバレンタイン 弐章 ヒイロのバレンタイン シャクティとティファ外伝 バレンタインF91 ハロとジュドーの神隠し(意味なしw) (株)ザンスカール2 シーマ様の恋(?)物語 ∀月からのバレンタイン ローラ・ローラで大騒ぎ(2) 縁談、シローの場合 プール コントにある風景(大家族ver) 訪問 新しい家族? いまいちですが たまにはグエンにオイシイ役を。 ザンス(略)部長の戦い 大寒波 コーヒーブレイク シリーズ・名店めぐり3 ザンスカール(株)路線バス ロランのafterバレンタイン 世にも馬鹿げた決戦 勝手に…続々・シャクティとティファ 授業風景 ファラ部長の帰還 コントにある風景(大家族ver2) 中年の性-ロランの手記 朝食大決戦とシャアの悲しみ シャクティとティファ(プール編) ロランにも休日を ドモンの就職先 居酒屋「青い巨星」新装開店 改めて、シャクティでちょこっと 思いつき小ネタ アムロ=カイ=セイラ旧友との再会 戦え! 組長先生 皆カガリ好きですか? キラ…再び ハリーの災難シリーズ カガリネタシリーズ 怪盗キンケドウ=ナウ それぞれの仕事 ガロードとウッソ(Wデート編) ヒロインズの悩み Seventeen Years Old ザラ隊人生相談所 おひげがあってもガンダム バーニィ、至福の時? 番外編・兄弟指輪物語 思春期 寒い時代かねえ? Part8(表記上はPart7) 番外編・兄弟指輪物語(2) 保育所ジュピトリス 北のザラ隊 就職難を乗り切る法 ドレル参上 アル、空を飛ぶ シャクティとティファ(勧誘編) フォウの写真 ガロードとティファ(映画鑑賞編) 俺とディアッカとハロ 嘘つきと私 ガロード、プロゲーマーになる!? ローラ・ローラで大騒ぎ(3) ああ、シーマ様! ガロードの宿題 読書のススメ カミーユとシーブックの秘密 お花見 桜の根元の地中には お花見会の決戦・前編 桜の木の下で お花見会の決戦・後編 風の強い日 シローとウッソの散髪 コウのなんだか変な日 レッドデビル 5月11日の朝食 King in the Box(パンドラの箱) 5月11日のお買いもの アルの日記(2) 5月11日夕食前 5月11日夕食後 5月11日就寝前 08署の風景 太公望ハマーン 寸劇 Better than Life(シーマ様シリーズ) 目覚めの光景 泥棒の四日間 シローの母親 シーブック、パン職人への道 カミーユの錯覚 ガロードの読書事件 ハマーン悩む 家庭の中の戦争 餡・戦士 老人と少年と少女 ハロの逆襲 フットボール狂騒曲 Part9 フットボール狂騒曲(2) 意外な兄弟のつながり ある日曜の朝(特撮オタか20歳以上推奨作品) AさんBさんCちゃん ある日曜の夜 パンは剣より強し ウソ予告 酒乱・セアック 一家の夏休み ロラン・ローラで大騒ぎ ガンダム家の一日 カロッゾパン 狩り勝負 僕は…(シーマとコウ) キラ/フレイ/ラクスの一週間 お中元が来る 夏祭り 餌 射的 夢 ブラザープリンス ハロ・ザ・パロット 鳥人間コンテスト ヤナギラン 神社へ行こう アル専用ガンダム試作機 これでいいのか? Part10 フットボール狂騒曲(3) フットボール狂騒曲・番外編 連邦政府立ジャブロー大学合格計画 変化!? 鉄仮面 萌えってなんだ? 一日の始まり 追い討ち 止め? 誘拐 ジュドーとガロードのちょっぴり黒いお仕事 異変 ロランの料理教室(序) 鳩が飛ぶ日 称号 エリシャと エリシャとお風呂と エリシャとお風呂とシーブックと エリシャとお風呂とシーブックとセシリーは エリシャとお風呂とシーブックとセシリーとオデロは エリシャとお風呂とシーブックと(2) エリシャとお風呂とシーブックとセシリーとオデロも エリシャとお風呂とシーブックと(3) エリシャとお風呂とシーブックとセシリーとオデロと…それから ロランの料理教室 ロラン・ローラで大騒ぎ(2) 唐揚げ珍騒動 コウ・ザ・ハードボイルド ビレッジレイン MS教習所エコール・デュ・シエル ピンポーン ロランの秘密のアルバイト スポンサー募集中 漁夫の利? これが僕の生きる道 ある夏の日 なし< 前 次 >Part11~20 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/xbox360score/pages/1320.html
Cars 2 項目数 50 総ポイント 1000 難易度 ★★☆☆☆ オフライン実績のみ。全解除まで10時間程度 Disruptorモードのプレイに2コン必須 Rトリガーを連射する(キーコンフィグ不可)実績があるので トリガーを連射設定できるコントローラーがあると楽になる C.H.R.O.M.E.モードを進める際は Survivorで一つ、Hunterは全てでGOLD評価が必要になるが その他はBRONZE評価以上を取っていけばよい JET SETTER Jump over an airplane’s wings 3 times in Airport Arena. 10 JAM YOUR GEARS Drive through 10 fruit stands in Italy Arena. 10 ISLAND HOPPER Use the island as a shortcut in Casino Tour. 25 POWER SURGE Collect 3 bonus batteries in a single Survival Mission. 20 MAKE THEM QUAKE Hit any opponent 2 times with the Satellite Quake weapon. 25 ROAD RAGE Bash 15 Lemons in Hunter Mode. 20 DISRUPTOR DISRUPTOR In Disruptor Mode, destroy the opponent’s base. 25 TRACTOR TIPPER Tip 3 tractors in a single Canyon Run, Timberline Sprint event or Radiator Springs Arena. 10 HUDSON HORNET Drift on a drift strip for a continuous 6 seconds in a single event. 25 BUSHWHACKED! Drive through 6 hedge sculptures in the Castle Courtyard in Hyde Tour. 20 LIGHTS OUT Drive through 15 lamp posts in London Arena. 20 SHARE THE SPOTLIGHT Grab the attention of the Trimaran spotlight 3 times in a single event. 20 EYE IN THE SKY Destroy 3 Lemons with the Satellite Quake weapon in a single Hunter Mission. 20 NOTHING BUT AIR TRICKS Complete 10 air tricks in a single event. 25 SHOCK VALUE Use 15 turbos in a single event 20 READY, SET, GO! Get a perfect Quick Start. 10 MASTER AGENT Unlock 49 badges and crests. 50 SMASHING Drive through 100 breakable objects in a single event. 20 WORLD’S BEST BACKWARDS DRIVER Drive backwards for a total of 60 seconds in a single event. 20 CAPITOL VIEW Gain access to the upper level of a skyscraper in Tokyo Arena. 25 SURVIVOR Get a gold trophy in a single Survivor Mission. 10 DROP THE BOMB Knock the Disruptor out of any opponent’s grasp 5 times in a single Disruptor Challenge. 10 HOP-A-LONG Hop 20 times in a single event. 10 ALL MINE! Earn 30 seconds of bonus time by destroying Lemons in a single Attack mode event. 20 DANGEROUS CARGO Destroy 5 explosive trucks in a single Attack Mission. 20 LICENSE EXPIRED! Destroy 250 Lemons in Attack Mode. 20 DEAD EYE Hit the chase car 25 times with any weapon in Survival Mode. 20 SPECIAL DELIVERY Deliver the Disruptor 35 times in Disruptor Mode. 20 AGENT FIRST CLASS Unlock any 40 badges or crests. 30 LEADER OF THE TRACK Get a gold trophy in all of the C.H.R.O.M.E. Hunter Missions. 30 LOCK ‘N’ LOAD Collect and use each type of weapon. 10 INTERNATIONAL CAR OF MYSTERY Get a bronze trophy or better in every C.H.R.O.M.E. mission. 10 FREQUENT FLYER Spend 20 minutes in the air. 20 MASTER TRACKER Collect 20 Spy Point Pick-ups. 50 DISRUPTOR INTERRUPTER Knock the disruptor out of 30 opponents’ grasps in Disruptor Mode. 20 ROAD TRIP Drive 250 kilometers. 20 BUMPER CAR Take out 50 opponents in Arena Mode. 20 AGENT SECOND CLASS Unlock any 30 badges or crests. 25 BASH ‘N’ CRASH Side bash 100 cars. 10 BULLDOZER IN A CHINA SHOP Drive through 500 breakables. 25 TAILGATER Spend 5 minutes drafting cars. 20 TOKYO VANDAL Drive through 17 street signs in a single Tokyo race. 10 RUNWAY PANCAKE Collide 3 times with a landing aircraft in Runway Tour. 20 TRICK MASTER String together 5 tricks in a single jump. 20 EAT MY DUST Get 40 perfect Quick Starts. 20 AGENT FOURTH CLASS Unlock any 10 badges or crests. 10 AGENT THIRD CLASS Unlock any 20 badges or crests. 20 IN YOUR FACE Drive backwards for 15 minutes. 30 STUNT DRIVER Perform 150 air tricks. 10 TURBO CHARGED Use turbo 250 times. 20 アバターアワード Team Spain Jumpsuit Unlock this item by earning the ‘Smashing’ Achievement. Team France Jumpsuit Unlock this item by earning the ‘Island Hopper’ Achievement. Team Brazil Jumpsuit Unlock this item by earning the ‘In Your Face’ Achievement. チートコードを使用しても実績解除可能 下記2つを入力しておくと効率的に解除できる。 721953:無限ターボ 959595:ゲームの進捗に関わらず全てのコースがアンロックされる JAM YOUR GEARS Italy Arenaで果物屋台を10台破壊すると解除 TRACTOR TIPPER Canyon Run終盤の農場のような場所でトラクターが走行しているが、その中に居眠りをしたトラクターがいるので、3台に体当たりして目を覚ましてやると解除。 BUSHWHACKED! Hyde Tourの後半、左右に石像が建っている庭園の中央に2つ花壇が並んでいるのでジャンプして合計6個破壊すると解除。破壊してもすぐに復活するのでその場で後退しても可。 SHARE THE SPOTLIGHT Oil Rig Runにてコース途中スポットライトが左右に動いている場所がある。スポットライトに照らされるとミサイルが自車目がけて発射されるのを3回繰り返すと解除。 READY, SET, GO! スタート前のカウントダウンシグナル時にRトリガーを連射することで画面下のゲージが溜まる。4ゲージ溜まれば実績解除。連射パッドがあれば楽だがそこまでシビアでもない。 LOCK ‘N’ LOAD 武器は全10種。CROMEモードを普通に進めてゆけば自然と集まるが、1つだけレースイベントで最下位(9位or10位)でないと出現しない武器がある。 TAILGATER 敵車の背後に張り付くと画面右下に"Drafting"のアイコンが表示される。トータルで5分間この状態を維持すると解除。2Pプレイでの解除が簡単。
https://w.atwiki.jp/wiki6_lau/pages/49.html
Anti-Energy Burn Build htmlプラグインエラー このプラグインを使うにはこのページの編集権限を「管理者のみ」に設定してください。 クラス構成 1N+火力+3Mo コンセプト Energy枯渇タイプのBuild対策 コメント 火力を上げたい場合はSmiteに振ってBanishとBane Signetもしくは接近用のTouch2枚Hexが多めのBuildなら回復用にLife Siphonも可 -- (lau@管理人) 2005-11-24 21 37 59 Energy DrainとPower Drain用にEne+15のMain or Offhandを2nd Weaponに装備 -- (lau@管理人) 2005-11-25 19 56 16 名前 コメント すべてのコメントを見る ビルド詳細 N/Mo Mo/Me(Heal) Mo/Me(Prot) N/Mo Blood is Power* Blood Renewal Dark Pact Vamparic Gaze Strip Enchantment Protective Spirit Holy Veil Resurrection Signet Mo/Me(Heal) Energy Drain* Power Drain Heal Other Dwayna s Kiss Healing Seed Orison of Healing Inspierd Hex(Holy Veil) Resurrection Signet Mo/Me(Prot) Restore Condision* Power Drain Guardian Protective Spirit Reversal of Fortune Channeling Inspired Hex Resurrection Signet
https://w.atwiki.jp/china_pad/pages/241.html
解説仕様 搭載機全般の小ネタなど リンク・ツールなど コメント 解説 Allwinner A31 (Cortex-A7 QuadCore(~1GHz) + PowerVR SGX544MP2) 一斉を風靡した?A10の後継機。TSMCの40nmGでの製造されている GPU性能もそれなりに高いが、特に動画の性能に関しては他の追随を許さず TSファイルもインターレース解除でかつシーク再生できるため、録画鯖などを使う一部のユーザーに人気がある。 ただしCPU性能は控えめで、デュアルコアCortex-A9程度の性能しかない 廉価版にAllwinnerA20、AllwinnerA31sがある。 Allwinner公式曰くGPUはTegra3の2倍の性能で、実際のベンチマークでもライバルのRockchip RK3188を上回ることが多い GPUのSGX544は8コアと表記されることもあるが、2コアのSGX544MP2である ただしRockchip RK3188などに搭載されているMali-400MPと異なり、コア数を増やした時はちゃんと性能が伸びやすい (8コア表記なのは SGX544 が2つで4つのパイプライン=8コア?) また64bitのバス幅にも対応しておりメモリ帯域が広いため、高解像度や重めの3Dゲームにも強いとされる CPUはクアッドコアで、256kbのL1キャッシュ,1MBのL2キャッシュを備えているが AllwinnerA31のCortex-A7はクロックが1GHzと低く、デュアルコアA9(1.5GHz)程度の性能しかない そのためシングルスレッド性能ではRockchip RK3066にも劣り 4コアまで対応してないアプリではあまり力を発揮できないと思われる ただしCortex-A7は電力効率に関しては優秀で、性能に対しとても省電力でダイサイズも小さい A7(28nm)はA8(45nm)の1/5程度の消費電力で、同程度の性能を実現できる AllwinnerA31は40nmだが、それでも45nmのA8に比べれば大きく省電力と思われる さらにNvidia Tegra3のような、低負荷時用のコアを別でひとつ備えているとか 急速充電や4k2k@30fpsでのHDMI出力、intelの提唱するWiDiにも対応 Teclast、ONDA、AMPE、ICOO、Ployerなどが搭載タブレットを発売する予定 搭載機のベンチはONDAv972四核がAntutu(v3)で 約11000 解像度が低めのONDA v812四核板では、12000-13000程度のスコア? ライバルはACT ATM7029、Rockchip RK3066、Rockchip RK3188あたりか? ちなみに製造原価は20ドル程度だとか(RK3066が15ドル、A13が7ドル以下らしい) 仕様 CPU ARM Cortex-A7 Quad-Core 256KB L1 Cache 1MB L2 Cache GPU PowerVR SGX544MP2 Comply with OpenGL ES2.0, OpenCL 1.x, DX 9_3 Video UHD H.264 4Kx2K video decoding Multi-format FHD video decoding, including Mpeg1/2, Mpeg4 SP/ASP GMC, H.263, H.264,etc. BD Directory, BD ISO and BD m2ts video decoding H.264 High Profile 1080P@60fps encoding 3840x1080@30fps 3D decoding, BD/SBS/TAB/FP supported 3840x1080@30fps 3D encoding Comply with RTSP, HTTP, HLS, RTMP, MMS streaming media protocol Display Dual-Channel LVDS 1920x1080@60fps 4 lanes MIPI DSI 1920x1200@60fps Dual-channel RGB/CPU LCD 2048x1536@60fps Integrated HDMI1.4 1080p@60fps Camera Integrated Parallel MIPI I/F sensor Integrated powerful ISP, supporting Raw Data CMOS sensor Support 5M/8M/12M CMOS sensor Support 8/10/12-bit YUV/Bayer sensor ISP Static and dynamic defect pixel correction and lens shading correction Anisotropic non-linear Bayer interpolation with false color suppression Programmable color correction, dynamic range compression and contrast enhancement Advanced spatial de-noise filter AE/AF/AWB Anti-flick detection Memory Dual-Channel LPDDR2/DDR3/DDR3L Controller Dual-Channel NAND FLASH Controller with 64-bit ECC PMIC Specially designed PMIC AXP221 21-channel power output and 2.2A Flash charging Comply with USB 3.0 power supply standard Audio Integrated HI-FI 100dB Audio Codec Three MIC One MIC with noise cancellation OS Support Android 4.1/4.2 and above Compatible with Microsoft Windows 8 搭載機全般の小ネタなど MPEG2-TSの再生に関してはAllwinnerA10の方が動画再生能力が高い? (インターレース解除時に差が出るとか) SDK2.0のFW(4.1)であればインターレース解除もちゃんとできるとか? SDK2.0から動作がかなり向上し、Retinaも十分動くようになったとか 省電力なCortex-A7を搭載しているが、実機では大して省電力ではない? GPUの性能はベンチだとRockchip RK3188と同程度だが、3Dゲームではこちらの方が有利だとか (3DMarkなどではある程度差が出ることが多い) A31、A31s共に4.3がもう来るとか? http //www.imp3.net/10/show.php?itemid=40762 リンク・ツールなど PhonenixSuitPacket_v1.0.6.zip http //www.arctablet.com/blog/downloads/tools/firmware/Allwinner_CPU_based/PhoenixSuitPacket_v1.0.6.zip AllwinnerA31搭載機のアップデート用のツール More Details on Allwinner s A31 Quad Core Cortex A7 SoC http //www.anandtech.com/show/6604/more-details-on-allwinners-a31-quad-core-a7-soc 昂达携手全志全球首发A31四核处理器(ONDAとAllwinnerの発表会のまとめ) http //mp3.zol.com.cn/337/3374733.html Allwinnertech.com 处理器A系列A31 http //www.allwinnertech.com/product/A31.html AllWinner Publishes A31 and A20 Processors Details – CNXSoft http //www.cnx-software.com/2012/12/09/allwinner-a31-and-a20-processors-details/ コメント