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September 09

网申笔记9.9

最近实验室的事情有些尴尬。说不上忙也不能说闲。首先是自己这边的段落识别和合并做出了个雏形,要更进一步提高识别率和正确率只有借助分类器,这个东西我没碰过,得先学。博士师兄周末去日本开会,要去整整一周,暂时也没空管我。所以编码的事最近可能做得少些,但是厚厚的一本模式分类要啃下来也不容易。
 
申请这边有好消息也有坏消息。好消息是目前没有人拒我(我还没提交呢),然后至少有两封推荐信找得到人写(大学的班主任和现在的导师),可以应付10月15号东大的要求。等开学了过一阵和代老师熟一些请她写推荐信,希望她也不会拒我……目前在四处拉人找关系问学校的情况,我甚至把好久不见的初中同学都请出来了……加拿大这边Simon Fraser应该是必申,接下去还有Waterloo,McGill和Toronto,我辗转认识了一位做加拿大移民的大叔,找机会请他给我指点吧。
 
10:52分编辑:坏消息忘了说,就是我计算了自己的GPA之后,发现研究生成绩甚至还不如本科成绩……此刻我真是泪流满面……
 
所以,接下去不继续发挥自己的能量坚持下去是不行的。目前想了想,要完成的有自己的PS,RP(Research Plan),CV,硕士论文也要成个型,还有至少两封推荐信。我现在发现申东大的好处在于它截止得足够早,以至于我在申请其他学校的时候不用再赶着做那些事情。我就是有拖拖拉拉的坏习惯,这次申请东大逼着我要和自己战斗。
 
那么便战吧。
September 02

网申笔记9.2

今天开始正式网申。在UW,UIUC,Lehigh以及UB开了application account。想着趁这两天还没正式开学,把表格里能写的都写了。潜意识里,我还是很畏惧推荐信、PS、CV以及成绩单这种东西。每次看到表格上要求我填写GPA,就会没来由地觉得矮人一截。另外UB要求在申请的时候就选定方向和老师,这让我很头疼;而Lehigh光是Computer Science/Engineering的PhD就有三个地方给学位。我真是头都大了。

不过好消息是UW的CS,明确说了Deadline是12月15日,并且要求我无视那学校Admisson的11月1日deadline。这真是太好了。

最后决定主申IR方向。但是在UW网申的时候,还是忍不住把Graphics and Animation给加上了……

是的,在美国的诸位友人,我之所以在MSN Space上更新这篇,就是为了让你们这些MSN党看到并且给我宝贵的建议和经验交流。我网申的时候遇到什么事情也少不了要问你们。如果事成了,我一定会用力感谢大家的。

附:我申请的美国学校一览:

University of Washington
UCBerkley
Lehigh University
State University of New York at Buffalo
New York University
Arizona State University
University of Illinois at Urbana and Champian
Georgia Tech.

September 04

D&D 3.5 Edition Magic Item Compendium 魔法物品全书 序章 导言

Magic items are an integral part of the Dungeons & Dragons game experience. As long as D&D has been around, there have been +1 swords and potions of healing -- they'are as inextricably linked with the game's identity as 18th-level fighters and magic missile spells.  Every fighter saves up for his first magic weapon, and no one who's played a paladin hasn't dreamed about what it would be like to wield a holy avenger.
魔法物品是龙与地下城游戏体验的一个有机组成部分。只要龙与地下城(D&D)还继续存在,就会有+1长剑和治疗药剂——它们就如同18级战士和魔法飞弹一样无法避免地与这个游戏的特征相连。每个战士都会为他第一把魔法武器拼命攒钱,而且谁都不会在扮演圣骑士的时候没有梦想过挥舞圣光复仇者时会是怎样的感受。

Magic items also make up a crucial part of every D&D character's array of abilities.  A magic weapon can slice through a creature's damage reduction, a ring of protection diverts otherwise deadly attacks, and a handy potion or scroll can tip the balance in a critical encounter.  A character without magic items is like a wizard with only half her spells prepared or a fighter who hasn't bothered to select all his feats -- he's simply incomplete.
魔法物品也能对每个龙与地下城角色的能力组成起到极其重要的弥补作用。魔法武器能够瓦解敌方生物的伤害减免,一枚保护之戒能够挡去可能致命的攻击,而手边的药剂或者卷轴会在关键的战斗中打破微妙的平衡。一个没有魔法物品的角色,就好像只准备了一半法术的法师,或者一个没有花时间选完专长的战士——他就是不完整的。

But compared to spells and feats, magic items haven't received very much "quality time" in the current edition of the game.  Not only are they scattered across dozens of books with little sense of organization or theme, but their effects are often poorly defined and they're frequently -- some might even say usually -- overpriced or underwhelming.  As a result, only a handful of magic items are actually widely used, ranging from the humble +1 longsward to the renowned ring of invisibility.
但是相对于法术和专长而言,魔法物品从来没有在当前游戏版本中获得许多认真讨论。不只是因为它们散布在许多书里,缺乏主题或是组织性,更重要的是它们的效果常常被设定得很差劲,因此它们经常——有些人甚至会说总是——性价比低下或是不吸引人。结果就是,从简陋的+1长剑到众所周知的隐身戒指,只有少数的魔法物品受到了广泛的使用。

That's no longer the case.
这一切即将改变。

Magic Item Compendium ushers in a brave new world of magic items -- a world with clearly defined effects and activation times, with interesting items at every price point, and with exciting, aggressively priced options for every class and character level.  Combining hundreds of revised and repriced items from previous sources with a wagonload of brand-new, never-before-seen-or-even-imagined magic items, this book is your D&D character's key to the candy store.
魔法物品全书向您指引了一个大胆的魔法物品新世界——一个有着明确指定的效果与激活次数的世界,一个在每个价位都有有趣的物品的世界,并且对于每个职业与角色等级,还提供了激动人心的具有挑战性的定价选项。结合了从以往的资料中审核并且重新定价的数以百计的物品与汗牛充栋的全新的,前所未见甚至未曾想象的魔法物品,这本书将成为打开您的龙与地下城角色通往大千世界之门的钥匙。

But don't just take our word for it:Go ahead, start turning the pages.  Check out the revamped armor and weapon properties in Chapters 1 and 2.  Marvel at all the swift-action-activation gloves,boots, and belts in Chapter 3.  Drool over the handy adventuring tools in Chapter 4, and imagine how cool your character will look when he's decked in one of the item sets in Chapter 5. And that doesn't even cover the book's exciting new take on relics, the immensely handy augment crystals, the array of "sorcerer's-best-friend" runestaffs, and so on.
但是别只是听信我们的话:看下去,翻动书页。瞧瞧第1章和第2章中修订之后的护甲与武器的属性。你会为第3章中介绍的令你身手迅捷的手套、长靴和腰带而感到惊奇。你会对第4章中那些方便的冒险工具垂涎三尺,然后想想你的角色如果用第5章中的那些物品套装打扮起来将是多么的神气。这还没有算上本书中令人兴奋的全新的披挂纪念物,非常方便的增强晶石,一系列“术士之友”符文法杖,等等。

WHAT'S IN THIS BOOK

本书概览

Traditionally, magic items have been divided into categories based partially on form and partially on function, creating a system that doesn't always help the reader know where to go looking for something.  An item holding 50 uses of a particular 1st-to 4th-level spell is called a wand, but a similarly shaped item that has an unusual nonspell effect that it can generate a few times per day might be a rod or even a wondrous item.  An item you wear that provides a continuous magical effect is probably a wondrous item... but it might be a ring, or even a suit of armor.
传统上,对魔法物品进行分类时有时候基于外形有时候基于功能,这样形成的体系令读者有时候想要查找某物品时相当不便。一件附有50次某个1到4级法术的物品被称为魔杖,但是拥有相近外观,可以在一天里发挥多次某些不寻常的非法术效果的物品也许被称为节杖或者甚至一件神物。而一件你穿在身上以此获得某种持续的魔法效果的物品也可能叫做神物……但它有可能是一枚戒指,或者甚至是一套护甲。

This book instead divides magic items into four basic categories -- armor, weapons, clothing, and tools -- with each category receiving a separate chapter.  This classification has no effect on game play -- you still use Forge Ring to craft an item described as a ring( or, more important, an item that has Forge Ring as a prerequisite) -- but it should make it a bit easier for you to find various items.
本书则把魔法物品分为四个大类——护甲、武器、服饰以及工具——每个大类都有单独的一章。这种分类法完全不影响游戏进行——您还是使用铸造戒指技能来制造一件被描述为戒指的物品(更重要的是,这物品以铸造戒指为先决条件)——但是这会令您查找各种物品时倍感方便。

Armor(Chapter 1): This category includes both specific, preconstructed magic suits of armor or shields as well as the various properties that can be added to any appropriate suit of armor or shield(such as fortification or acid resistance).  It doesn't include robes( or other items worn in the same body slot as armor), since most of those items don't offer the same kinds of effects, nor does it include bracers of armor or other items that provide similar protection -- those are both clothing items.
护甲(第1章):此大类既包括了详尽的既有魔法护甲套装与盾牌,也包括了各种可以被增加在合适的护甲套件与盾牌上的属性(诸如属性强化或是酸性抵抗)。这不包括布袍(或者其他在此装备栏位以护甲形式穿着的其他物品),因为大多这类物品提供的效果与之相异;这里也不包括护甲背带或是提供类似保护的其他物品——它们都属于服饰物品。

Weapons(Chapter 2): This category includes both specific, preconstructed weapons as well as the various properties that can be added to any appropriate weapon.  It also includes rods that function primarily as weapons( such as the rod of flailing), but not those without such functions, or whose weapon functions are clearly secondary to their other functions (such as the rod of alertness) -- those are tools.  Similarly, it doesn't include offensivebased items that aren't wield as weapons (such as the circlet of blasting or the iron bands of Bilarro) -- such items are either clothing or tools, based on whether they're worn or just held.
武器(第2章):此大类既包括了详尽的既有的武器,也包括了各种可以附加在合适武器上的属性。此大类也包括了主要用于武器使用的权杖(比如猛击权杖),但是不包括那些没有武器用途,或者武器功能显然比较次要于其他功能的物品(比如警戒权杖)——那些物品属于工具。类似的,此大类也不包括那些用于骚扰,无法像武器一样挥舞的物品(比如爆破环拜拉若铁索)——这些物品根据其是否穿戴或手持,要不属于服饰,要不就属于工具。

Clothing (Chapter 3): This category includes all magic items that must be worn in order to function, other than magic armor and shields (which are in the armor category).  The clothing category also includes jewelry and similar baubles.  Most clothing items take up a body slot (see page 218).
服饰(第3章):此大类包括了所有必须穿在身上已发挥作用的魔法物品,魔法护甲与盾牌除外(这些已经包括在护甲大类中)。服饰大类也包括珠宝与类似的小玩意。大多数服饰物品占用一个装备栏位(参见第218页)。

Tools (Chapter 4): This broad category includes all magic items that must be held, consumed, or otherwise manipulated in order to function (rather than simply being worn), not including items wielded as weapons.  By definition, tools don't occupy a body slot; most but not all must be held to be activated.  Potions, scrolls, wands, and staffs are also considered tools.
工具(第4章):此大类相当宽泛,包括了所有必须手持、使用或者操作才能生效的魔法物品(而不是简单地穿在身上),不包括作为武器挥舞的物品。根据定义,工具不占用装备栏位;大多数但不是所有的工具必须手持才能激活效果。药剂、卷轴、魔杖、法杖也都看作工具。

Item Sets (Chapter 5): This category includes items that fall into all four of the categories described above.  Rather than splitting these sets up by item category, however, each complete set is presented together for easy reference.
物品套装(第5章):此大类包括了一些可以归为之前四类的物品。但是这里没有把它们按照物品分类打散,而是以套装形式进行介绍,便于参考。

Using Magic Items (Chapter 6): This chapter collects, revises, and expands various rules and guidelines for handling magic items in play, from placing the right item in a treasure hoard to identifying the item to wearing it properly.
使用魔法物品(第6章):该章节收集、整理、扩展了各种游戏中处理魔法物品的规则与方针,从如何在宝藏中安置正确的物品到如何鉴定物品直至如何正确穿戴它们。

Appendices: The book concludes with two sets of extensive tables listing all the magic items in this book as well as those in the Dungeon Master's Guide.  The tables are designed to allow quick reference by DMs and players looking for just the right item, as well as for random generation of treasure hoards.
附录:本书的结尾,有两套详尽的表格,列出了本书中以及地下城主手册中的所有魔法物品。表格经过设计,令城主和玩家可以快速找到对应的物品,也可以用来随机生成宝藏中的物品。

MAGIC ITEM FORMAT DESCRIPTION

魔法物品描述格式

This book introduces a new format for describing magic items, which combines useful elements of past item formats with the familiar functionality of spell descriptions from the Player's Handbook.  The new format presents the most important information about each item -- how it's activated, how much it costs, where it's worn, and what it does -- in a simple, predictable layout that's easy to refer to during play.
本书介绍了一种用于描述魔法物品的新格式,这种格式结合了过去的物品格式中有用的元素与玩家手册中关于魔法描述的一些常用到的功能。这种新的物品格式展现了每个物品最重要的信息——此物品如何激活,花费几何,穿戴在哪里,以及物品的用途——简而言之,可以想象这是一种在跑团中容易查找的布局。

ITEM NAME

物品名称

Price (Item Level): The purchase price of the item, in gold pieces (gp).  The item's level (see page 226) is given in parentheses.
价格(物品等级):物品的购买价格,以金币为单位(gp)。物品的等级(参见第226页)写在括号内。

Body Slot: The location where the item is worn on the body (see Body Slots, page 218).  An entry of -- indicates the item need only be carried on the body to function. An entry of --(held) indicates the item must be physically held or manipulated (rather than simply kept in a pocket, pouch, or backpack) for its power to function.  Augment crystals, a new type of magic items described on page 221, have an entry of --(armor crystal), --(shield crystal), or --(weapon crystal).
装备栏位:物品穿戴在身上的位置(参见“装备栏位”,第218页)。“--”的条目意味着该物品只需要带在身上就可以发挥作用。“--(手持)”的条目意味着该物品必须拿在手里或者进行操作(而不是简单地放在口袋里,褡裢中或背包内)才能发挥作用。增强晶石,一种新型的魔法物品,在第221页有详细的描述,它们的条目是“--(护甲晶石)”、“--(盾牌晶石)”或者“--(武器晶石)”。

Caster Level: the item's caster level, most often used to determine its resistance to dispel checks.
法术等级:该物品的法术等级,最常用于决定其对于驱散检定的抗性。

Aura: The item's aura strength, which is revealed if it is subjected to a detect magic spell, followed by a semicolon.  Next, in parentheses, is the Spellcraft DC required to determine the school of magic, followed by the school or schools of magic associated with the item's aura (usually determined by the spells listed in an item's prerequisities).  If the item requires only universal spells, or if it requires no spells, this read "no school."
光环:该物品的光环强度。当侦测魔法被施放在该物体之上时,光环会显示出来,以分号结尾。接下来,在括号中的是当决定魔法门派时的施法检定DC,按照与该物品的光环相联系的一个或者多个魔法门派一次排列(常常由一件物品的先决条件中列出的法术而定)。如果该物品只需要随便某个法术,或者不需要任何法术,该信息将为“无门派”。

If multiple spells of different schools are required, the item's aura is of the school of the highest-level spell.  When two spells of different schools are equally high in level, the entry mentions both schools.
如果物品获得了多个不同派系法术的效果,物品的光环呈现出最高等级法术的光环。如果两个不同派系的法术同为最高等级,这两个派系均被提示。

Activation: The type of action required to active the item's effect, along with what the user must do to activate the item (see Activating Magic Items, page 219).  An entry of -- indicates the item operates continuously, without any need for activation.
激活方法:激活物品效果所需要的动作类型,以及使用者应该做什么来激活物品(参见第219页,激活魔法物品)。标为“--”的条目表示该物品持续作用,不需要激活。

Weight: Item's weight, in pounds.  An entry of -- indicates the item has a negligible weight (less than 1/2 pound).
重量:物品的重量,单位为英磅。标为“--”的条目表示该物品的重量可以忽略不计(小于1/2磅)。

A visual description of the item, read by the DM to a player whose character has discovered the item.
一段物品的外观描述,由城主向发现物品的角色的玩家朗读。

A description of the item's functions, including its effect, duration, range, uses per day, and so on.
物品功能的描述,包括作用、耐久度、作用范围、每天的使用次数,等等。

Lore: Information about the item that may be learned by making appropriate Knowledge checks.  The item's name and/or functions must be known before Knowledge checks reveal this information.
学识:关于该物品的信息,也许需要进行相关的知识检定才能获知。在通过知识检定获得信息之前,必须知道该物品的名字以及/或者该物品的功能。

Prerequisites: The feats, spells, or other prerequisites required of the creator of the item.
先决条件:制造该物品需要的专长、法术或者其他先决条件。

Cost to Create: The item's gp cost, XP cost, and days to create.
制造花费:制造物品需要的金钱花费、经验值花费和需要的天数。

OTHER SOURCES

其他来源

Magic Item Compendium draws on material from a number of sources aside from the three DUNGEONS & DRAGONS core books -- the Player's Handbook (PH), Dungeon Master's Guide (DMG), and Monster Manual(MM).
魔法物品全书从三本龙与地下城核心规则手册——玩家手册(PM)、城主手册(DMG)、以及怪物图鉴(MM)以外还从其他一些来源获得资料。

These other sources, and the abbreviations used to identify them in the following text, are: Book of Exalted Deeds(BoED), Complete Adventurer (CAd), Complete Arcane (CAr), Complete Divine (CD), Complete Psionic (CP), Complete Warrior (CW), Eberron Campaign Setting (ECS), Epic Level Handbook (ELH), Expanded Psionics Handbook (EPH), LIbris Morties (LM), Miniatures Handbook (MH), Magic of Incarnum (MoI), Player's HandbookII (PH2), Spell Compendium (SC), Sandstorm (Snd), and Tome of Magic (ToM).  In general, possession of any or all of these other sources is not necessary to make use of the material in this book.
这些资料来源及其下文中用于标示的缩写是:首善之书(BoED),冒险全书(CAd),神秘全书(CAr),圣法全书(CD),奥法全书(CP),战斗全书(CW),埃本战役集(ECS),史诗级手册(ELH),扩展奥法手册(EPH),不死者之书(LM),微缩雕像手册(MH),灵魂能量(MoI),玩家手册2(PH2),法术大全(SC),沙风暴(SnD),以及魔法大百科(ToM)。总的来说,使用本书中的资料并不需要读者拥有以上任何或者全部资料来源。

YOU CHANGED MY MAGIC ITEMS!

你动了我的魔法物品!

Yes, we did.  Chances are, if your character owns a magic item that doesn't appear in the Dungeon Master's Guide, something about that item -- its price, activation, effect, or even its body slot -- is different here from when it was originally published.  We didn't change these items on a whim -- the revisions here are designed to create a better overall game experience.
是的,是我们干的。有可能,如果你的角色拥有了一件未曾在城主手册中出现的物品,那么关于该物品的一些资料——它的价格,激活方式,效果,甚至装备槽——会和最初印刷的时候不一样。我们并不是突发奇想来修改这些物品的——这些修订都是为了让整体的游戏体验更好而设计的。

If you own a magic item that underwent a drastic price change, work with your DM to find an equitable solution.  Maybe the wizard who crafted it for you offers a rebate (or an extra item) to make up the difference for an overpayment, or perhaps the DM just promises to make it up to you with some extra treasure in the next few encounters.  And if you underpaid for an item, well, consider yourself lucky... but don't be surprised if the next couple of encounters provide a little less gold than you'd expect!
如果你拥有一件发生了重大价格变动的物品,请与城主协商找到一个公正的解决方案。也许制造出它的巫师给你一个折扣(或者一件额外的物品)来弥补高价买入的损失,或者城主答应用接下来几个战斗中的额外财宝来弥补你。如果你为一个物品少付了钱,好吧,你该觉得庆幸……但是如果接下来几次战斗中得到的钱比你想要的少那么一点点,你可别惊讶!

August 29

U.S. Patent 5978818 Automated Hypertext Outline Generation for Documents

这时我目前正在阅读的专利,要求下周关于这篇专利在讨论班上报告。第一次阅读专利,以前甚至连论文也很少读(我是说那种需要写summery然后做presentation的那种“读”),所以免不了有些手忙脚乱。

然后发现自己必须一边看一边写,否则一定会睡着的。这里算是一点点的笔记,留着以后做presentation的准备。

首先这个专利提出了一个方法和一种设备(我觉得在这里可以认为是一个程序),来对某些具有特定格式信息的文档进行自动的摘要和目录生成。专利中提到了首先要收到一个文档的文档定义(document definition),估计就是类似于一个文档的schema,是它的格式定义信息。

我恨技术文档中冗长的定语从句。

According to another aspect of the invention, a method is provided for generating both a hypertext-based report and a hypertext-based outline associated with the hypertext-based report where both the hypertext-based report and the hypertext-based outline are based upon a report definition.

囧,这到底是技术文档还是绕口令?!

August 28

Space 复活

因为现在学校里终于也能很方便地访问了。更不用说有了Space Writer这个好东西。
 
因为不想和原来新浪的blog冲突,这里目前就暂时用作填坑和存档的用途。不一定经常更新,只是有个地方可以让大家知道“我还没有死掉”而已。
 
以上(最近发觉自己不太爱写了) 
 
感谢访问!
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