Friday, September 26, 2014

Derek Jeter

Derek Jeter
RE2PECT


Gatorade | Made in New York ft. Derek Jeter


Derek Jeter Isn't The Greatest Player Ever


Derek Jeter At-Bat Songs (Late Night with Jimmy Fallon)


Jeter's ridiculous jump-throw


2001 ALDS GM 3: Jeter makes "The Flip"

Ichinojou(逸ノ城):2014 The Autumn (September) Sumo Tournament(平成26年大相撲九月場所)

Ichonojou(逸ノ城)

Day1(一日目):Ichinojou(逸ノ城)Tochinowaka(栃乃若)


Day2(二日目):Ichinojou(逸ノ城)Chiyomaru(千代丸)


Day3(三日目):Ichinojou(逸ノ城)Tochiousan(栃煌山)


Day4(四日目):Ichinojou(逸ノ城)Shouhouzan(松鳳山)


Day5(五日目):Ichinojou(逸ノ城)Chiyoootori(千代鳳)


Day6(六日目):Ichinojou(逸ノ城)Kyokushuuhou(旭秀鵬)


Day7(七日目):Ichinojou(逸ノ城)Ikioi(勢)


Day8(八日目):Ichinojou(逸ノ城)Okinoumi(隠岐の海)


Day9(九日目):Ichinojou(逸ノ城)Sadanoumi(佐田の海)


Day10(十日目):Ichinojou(逸ノ城)Yoshikaze(嘉風)


Day11(十一日目):Ichinojou(逸ノ城)Kisenosato(稀勢の里)


Day12(十二日目):Ichinojou(逸ノ城)Goueidou(豪栄道)


Day13(十三日目):Ichinojou(逸ノ城)Kakuryuu(鶴竜)


Day14(十四日目):Ichinojou(逸ノ城)Hakuhou(白鵬)


Day15(十五日目):Ichinojou(逸ノ城)Aminishiki(安美錦)


iOS8:Framework:OpenAL Framework:Tasks

iOS8 Framework

iOS8:Framework:Mobile Core Services Framework:Tasks

iOS8 Framework

iOS8:Framework:JavaScriptCore Framework:Tasks

iOS8 Framework
Content

Managed Value

Value

Virtual Machine

Export (Protocol)

iOS8:Framework:Web Kit Framework:Tasks

iOS8 Framework
Back Forward List
  • Getting List Items
  • Getting Sublists
Back Forward List Item
  • Inspecting Item Information
Frame Info
  • Inspecting Frame Information
Navigation

Navigation Action
  • Inspecting Navigation Information
  • Inspecting User Actions
Navigation Response
  • Inspecting Response Information
Preferences
  • Setting Rendering Preferences
  • Setting Java and JavaScript Preferences
Process Pool

Script Message
  • Inspecting Message Information
User Content Controller
  • Adding Message Handlers
  • Adding and Removing User Scripts
User Script
  • Initializing a Script
  • Inspecting Script Information
Web View Configuration
  • Configuring the New Web View’s Properties
  • Setting Rendering Preferences
  • Setting Media Playback Preferences
  • Setting Selection Granularity
Window Features
  • Inspecting Window +Position and Dimensions
  • Inspecting Visibility Properties
Web View (Responder)
  • Initializing a Web View
  • Inspecting Web View Information
  • Setting Delegates
  • Loading Content
  • Navigating
  • Sending Interface Builder Action Messages
  • Executing JavaScript
Navigation Delegate (Protocol)
  • Tracking Load Progress
  • Deciding Load Policy
Script Message Handler (Protocol)
  • Receiving Messages
UI Delegate (Protocol)
  • Creating a Web View
  • Displaying UI Panels

iOS8:Framework:Scene Kit Framework:Tasks

iOS8 Framework
Action
  • Creating Actions That Move a Node
  • Creating Actions That Rotate a Node
  • Creating Actions That Change a Node’s Scale
  • Creating Actions That Change a Node’s Opacity
  • Creating Actions That Remove Nodes from the Scene
  • Creating Actions That Combine or Repeat Other Actions
  • Creating Actions That Add Delays to Action Sequences
  • Creating Custom Actions
  • Reversing an Action
  • Adjusting an Action’s Animation Properties
Animation Event
  • Creating an Animation Event
Camera
  • Creating a Camera
  • Managing Camera Attributes
  • Adjusting Camera Perspective
  • Managing the Camera Projection
  • Adjusting Depth of Field Effects
  • Choosing Nodes to Be Visible to the Camera
Constraint
  • Tuning a Constraint’s Effect on Nodes
IK Constraint
  • Creating an Inverse Kinematics Constraint
  • Adjusting the Constraint’s Limits of Motion
  • Applying Inverse Kinematics to the Constrained Node
Look at Constraint
  • Creating a Look-At Constraint
  • Modifying a Constraint
Transform Constraint
  • Creating a Transform Constraint
Geometry
  • Creating a Custom Geometry
  • Managing Geometry Attributes
  • Managing a Geometry’s Materials
  • Managing Geometry Data
  • Working with Subdivision Surfaces
Box
  • Creating a Box
  • Adjusting a Box’s Dimensions
  • Configuring Box Properties
  • Adding Rounded Edges and Corners
Capsule
  • Creating a Capsule
  • Adjusting a Capsule’s Dimensions
  • Adjusting Geometric Detail
Cone
  • Creating a Cone
  • Adjusting a Cone’s Dimensions
  • Adjusting Geometric Detail
Cylinder
  • Creating a Cylinder
  • Adjusting a Cylinder’s Dimensions
  • Adjusting Geometric Detail
Floor
  • Creating a Floor
  • Adding Reflections to a Floor
Plane
  • Creating a Plane
  • Adjusting a Plane’s Dimensions
  • Adjusting Geometric Detail
  • Adding Rounded Corners
Pyramid
  • Creating a Pyramid
  • Adjusting a Pyramid’s Dimensions
  • Adjusting Geometric Detail
Shape
  • Creating a Shape
  • Modifying a Shape
  • Chamfering a Shape
Sphere
  • Creating a Sphere
  • Adjusting a Sphere’s Dimensions
  • Adjusting Geometric Detail
Text
  • Creating a Text Geometry
  • Managing the Geometry’s Text Content
  • Managing Text Layout
  • Managing the Text’s 3D Representation
Torus
  • Creating a Torus
  • Adjusting a Torus’ Dimensions
  • Configuring Torus Properties
Tube
  • Creating a Tube
  • Adjusting a Tube’s Dimensions
  • Adjusting Geometric Detail
Geometry Element
  • Creating a Geometry Element
  • Inspecting a Geometry Element
Geometry Source
  • Creating a Geometry Source
  • Inspecting a Geometry Source
Hit Test Result
  • Retrieving Information About a Hit-Test Result
Level of Detail
  • Creating a Level of Detail
  • Inspecting a Level of Detail
Light
  • Creating a Light
  • Modifying a Light’s Appearance
  • Managing Light Attributes
  • Managing Light Attenuation
  • Managing Spotlight Extent
  • Managing Shadows Cast by the Light
  • Choosing Nodes to be Illuminated by the Light
Material
  • Creating a Material
  • Configuring a Material’s Visual Properties
  • Customizing a Material
Material Property
  • Creating a Material Property
  • Working with Material Property Contents
  • Configuring Texture Mapping Attributes
Morpher

  • Specifying Morph Targets
  • Blending between Morph Targets
  • Changing Interpolation Mode
Node
  • Creating a Node
  • Managing Node Attributes
  • Working with Node Animation
  • Managing the Node’s Transformation
  • Modifying the Node Visibility
  • Managing the Node Hierarchy
  • Searching the Node Hierarchy
  • Customizing Node Rendering
  • Adding Physics to a Node
  • Working with Particle Systems
  • Copying a Node
  • Hit-Testing
  • Converting Between Node Coordinate Spaces
Particle Property Controller
  • Creating a Property Controller
  • Managing the Controller’s Animation
Particle System
  • Creating a Particle System
  • Managing Particle Emission Timing
  • Managing Particle Emission Locations
  • Managing Particle Motion
  • Specifying Particle Appearance
  • Animating Particle Images
  • Simulating Physics for Particles
  • Spawning Additional Particle Systems
  • Managing Particle Rendering
  • Controlling Particle Simulation
  • Modifying Particles in Response to Particle System Events
  • Modifying Particles Over Time
Physics Behavior

Physics Ball Socket Joint (Behavior)
  • Creating a Ball and Socket Joint
  • Managing the Characteristics of a Ball and Socket Joint
Physics Hinge Joint (Behavior)
  • Creating a Hinge Joint
  • Managing the Characteristics of a Hinge Joint
Physics Slider Joint (Behavior)
  • Creating a Slider Joint
  • Managing the Characteristics of a Slider Joint
  • Limiting the Motion of a Slider Joint
  • Applying Forces and Torques
Physics Vehicle (Behavior)
  • Creating a Vehicle
  • Working with a Vehicle’s Physical Characteristics
  • Driving a Vehicle
Physics Body
  • Creating Physics Bodies
  • Defining How Forces Affect a Physics Body
  • Defining a Body’s Physical Properties
  • Working with Collisions
  • Applying Forces, Impulses, and Torques
  • Managing a Body’s Motion
  • Synchronizing a Physics Body with its Node
Physics Contact
  • Inspecting the Contact Properties
Physics Field
  • Creating Physics Fields
  • Creating Custom Physics Fields
  • Specifying a Field’s Area of Effect
  • Specifying a Field’s Behavior
  • Choosing Physics Bodies to Be Affected by the Field
Physics Shape
  • Creating Physics Shapes
  • Combining Physics Shapes
Physics Vehicle Wheel
  • Creating a Wheel
  • Managing a Wheel’s Connection to a Vehicle
  • Simulating Wheel Size
  • Simulating Traction
  • Simulating Suspension
  • Inspecting the Wheel Node
Physics World
  • Managing the Physics Simulation
  • Registering Physics Behaviors
  • Detecting Contacts Between Physics Bodies
  • Searching for Physics Bodies
Program
  • Creating a Program
  • Working with Shader Source Code
  • Mapping GLSL Symbols to SceneKit Semantics
  • Providing a Delegate Object
  • Managing Opacity
Renderer
  • Creating a Renderer
  • Specifying a Scene
  • Rendering a Scene
Scene
  • Creating or Loading a Scene
  • Managing Animated Effects in a Scene
  • Accessing Scene Contents
  • Managing Scene Attributes
  • Adding Fog to a Scene
  • Working With Physics in the Scene
  • Working with Particle Systems in the Scene
Scene Source
  • Creating a Scene Source
  • Loading a Complete Scene
  • Loading and Inspecting Scene Elements
  • Getting Information about the Scene
Skinner
  • Creating a Skinner Object
  • Working with a Skinned Geometry
  • Working with an Animation Skeleton
Technique
  • Creating a Technique
  • Combining Techniques
  • Retrieving a Technique’s Definition
  • Handling Parameters for a Technique’s Shader Programs
Transaction
  • Creating and Committing Transactions
  • Overriding Animation Duration and Timing
  • Temporarily Disabling Property Animations
  • Getting and Setting Completion Block Objects
  • Managing Concurrency
  • Getting and Setting Transaction Properties
View (Responder)
  • Initializing a SceneKit View
  • Specifying a Scene
  • Configuring a View
  • Playing Action and Animation in a View’s Scene
  • Capturing a View Snapshot
  • Working with a View’s OpenGL ES Context
Actionable (Protocol)
  • Running Actions
  • Inspecting a Node’s Running Actions
  • Canceling a Node’s Running Actions
Animatable (Protocol)
  • Managing Animations
  • Pausing and Resuming Animations
Bounding Volume (Protocol)
  • Measuring an Object’s Bounding Volume
  • Overriding an Object’s Default Bounding Volume
Node Renderer Delegate (Protocol)
  • Customizing the Rendering of a Node
Physics Contact Delegate (Protocol)
  • Responding to Contact Events
Program Delegate (Protocol)
  • Handling Shader Compilation Errors
Scene Renderer (Protocol)
  • Specifying a Scene
  • Managing Scene Display
  • Managing Scene Animation Timing
  • Preloading Renderer Resources
  • Working with Projected Scene Contents
  • Participating in the Scene Rendering Process
  • Customizing Scene Rendering with OpenGL
  • Rendering Sprite Kit Content over a Scene
Scene Renderer Delegate (Protocol)
  • Adding Custom Logic to the Rendering Loop
  • Rendering Custom Scene Content with OpenGL
Shadable (Protocol)
  • Assigning a Custom Shader Program
  • Customizing SceneKit’s Shader Programs
  • Handling Parameters in Custom Programs
Technique Support (Protocol)
  • Specifying a Technique
Functions
  • Creating Vectors
  • Comparing Vectors
  • Converting Vector Data Types
  • Creating Matrices
  • Performing Mathematical Operations on Matrices
  • Comparing Matrices
  • Converting Matrix Data Types

iOS8:Framework:Push Kit Framework:Tasks

iOS8 Framework
Push Credentials

Push Payload

Push Registry

Push Registry Delegate (Protocol)

iOS8:Framework:Photos UI:Tasks

iOS8 Framework
Content Editing Controller (Protocol)

iOS8:Framework:Photos Framework:Tasks

iOS8 Framework
Adjustment Data
  • Creating an Adjustment
  • Identifying the Format of an Adjustment’s Data
  • Reading an Adjustment’s Data
Asset Change Request
  • Adding New Assets
  • Deleting Assets
  • Modifying Assets
  • Editing Asset Content
Asset Collection Change Request
  • Adding New Asset Collections
  • Deleting Asset Collections
  • Modifying Asset Collections
Change
  • Getting Change Details
Collection List Change Request
  • Adding New Collection Lists
  • Deleting Collection Lists
  • Modifying Collection Lists
Content Editing Input
  • Getting Information About the Asset
  • Working with Previous Edits
  • Working with Photo Assets
  • Working with Video Assets
Content Editing Input Request Options
  • Specifying Edting Request Options
  • Fetching Asset Data from iCloud
Content Editing Output
  • Creating an Output Object to Edit an Existing Asset
  • Creating an Output Object to Edit a Newly Created Asset
  • Providing Edit and Adjustment Data
Fetch Options
  • Sorting and Filtering Fetch Results
  • Subscribing to Changes
  • Including Objects in Fetch Results
Fetch Result
  • Querying a Fetch Result
  • Finding Objects in a Fetch Result
  • Performing Operations with Objects in a Fetch Result
Fetch Result Change Details
  • Getting the Changed Fetch Result
  • Getting Change Information
  • Comparing Fetch Results
Image Manager
  • Getting the Image Manager
  • Requesting Images
  • Requesting Video Objects
  • Canceling a Request
Caching Image Manager
  • Preparing Images
  • Setting Cache Policy
Image Request Options
  • Scheduling an Image Request
  • Specifying Image Request Options
  • Fetching Image Data from iCloud
Object
  • Identifying an Object
Asset (Object)
  • Fetching Assets
  • Reading Asset Metadata
  • Editing an Asset
  • Working with Burst Photo Assets
Collection (Object)
  • Fetching Collections
  • Reading Collection Metadata
  • Determining Collection Capabilities
Asset Collection (Object)
  • Fetching Asset Collections
  • Reading Asset Collection Metadata
  • Creating Temporary Asset Collections
Collection List (Object)
  • Fetching Collection Lists
  • Reading Collection List Metadata
  • Creating Temporary Collection Lists
Object Placeholder

Object Change Details
  • Getting the Changed Object
  • Getting Change Information
Photo Library
  • Verifying Authorization
  • Getting the Shared Photo Library Object
  • Applying Changes to the Photo Library
  • Observing Changes in the Photo Library
Video Request Options
  • Specifying Video Request Options
  • Fetching Video Data from iCloud
Photo Library Change Observer (Protocol)
  • Observing Photo Library Changes

iOS8:Framework:Notification Center Framework:Tasks

iOS8 Framework
Widget Controller
  • Getting a Widget Controller
  • Specifying the Presence of Content
Widget Providing (Protocol)
  • Customizing Margin Insets
  • Updating a Widget’s Contents

iOS8:Framework:Network Extension Framework:Tasks

iOS8 Framework
VPN Manager

VPN Connection

VPN Protocol

VPN Protocol IPSec

VPN Protocol IKEv2

On Demand Rule

iOS8:Framework:Metal Framework:Tasks

iOS8 Framework
Argument
  • Describing the Argument
  • Describing a Buffer Argument
  • Describing a Texture Argument
  • Describing a Threadgroup Memory Argument
Array Type
  • Describing the Array Elements
  • Obtaining Details for Complex Array Elements
Compile Options
  • Specifying Compiler Option Properties
Compute Pipeline Reflection
  • Obtaining the Arguments of the Compute Function
Depth Stencil Descriptor
  • Specifying Depth Operations
  • Specifying Stencil Descriptors for Primitives
  • Identifying Properties
Render Pass Attachment Descriptor
  • Specifying the Texture for the Attachment
  • Specifying Rendering Pass Actions
  • Specifying the Texture to Resolve Multisample Data
Render Pass Color Attachment Descriptor
  • Specifying Clearing Value
Render Pass Depth Attachment Descriptor
  • Specifying Clearing Value
Render Pass Stencil Attachment Descriptor
  • Specifying the Stencil Clear Value
Render Pass Color Attachment Descriptor Array
  • Accessing the Description of a Color Attachment
Render Pass Descriptor
  • Creating a Default Render Pass Descriptor
  • Specifying the Attachments for a Rendering Pass
  • Specifying the Visibility Result Buffer
Render Pipeline Color Attachment Descriptor
  • Specifying Render Pipeline State
  • Controlling the Blend Operation
  • Specifying Blend Factors
Render Pipeline Color Attachment Descriptor Array
  • Accessing Render Pipeline State for a Color Attachment
Render Pipeline Descriptor
  • Specifying Rendering Pipeline State
  • Specifying Shader Functions and Associated Data
  • Enabling Rasterization
  • Specifying Multisampling Properties
  • Identifying Properties
Render Pipeline Reflection
  • Obtaining the Arguments of the Vertex Function
  • Obtaining the Arguments of the Fragment Function
Sampler Descriptor
  • Specifying Sampler Properties
  • Identifying Properties
Stencil Descriptor
  • Specifying Stencil Functions and Operations
  • Specifying Stencil Bit Mask Properties
Struct Member
  • Describing the Struct Member
  • Obtaining Member Details
Struct Type
  • Obtaining Struct Members
  • Obtaining a Struct Member by Name
Texture Descriptor
  • Creating Texture Descriptors
  • Specifying Texture Attributes
Vertex Attribute
  • Describing the Attribute
Vertex Attribute Descriptor
  • Organizing the Vertex Attribute
Vertex Attribute Descriptor Array
  • Accessing a Specified Vertex Attribute
Vertex Buffer Layout Descriptor
  • Organizing the Vertex Buffer Layout
Vertex Buffer layout Descriptor Array
  • Accessing a Specified Vertex Buffer Layout
Vertex Descriptor
  • Creating a New Vertex Descriptor
  • Setting Default Values
  • Accessing the Vertex Buffer Layouts and Vertex Attributes
Blit Command Encoder (Protocol)
  • Copying Data Between Two Buffers
  • Copying Data From a Buffer to a Texture
  • Copying Data Between Two Textures
  • Copying Data from a Texture to a Buffer
  • Performing Image Operations
Buffer (Protocol)
  • Creating a Texture That Shares Buffer Data
  • Locating the Buffer’s Storage
  • Properties
Command Buffer (Protocol)
  • Creating Command Encoders
  • Scheduling and Executing Commands
  • Monitoring Command Buffer Execution
  • Determining Whether to Keep Strong References to Associated Resource Objects
  • Identifying the Command Buffer
Command Encoder (Protocol)
  • Creating Command Buffers
  • Debugging with Xcode
  • Identifying Properties
Command Queue (Protocol)
  • Creating Command Buffers
  • Debugging with Xcode
  • Identifying Properties
Compute Command Encoder (Protocol)
  • Specifying the Compute Pipeline State
  • Specifying Resources for a Compute Function
  • Executing a Compute Function
Compute Pipeline State (Protocol)
  • Querying Threadgroup Attributes
  • Identifying Properties
Depth Stencil State (Protocol)
  • Identifying Properties
Device (Protocol)
  • Identifying Properties
  • Creating Metal Shader Libraries
  • Creating Command Queues
  • Creating Resources
  • Creating Command Objects Needed to Render Graphics
  • Creating Command Objects Needed to Perform Computational Tasks
Drawable (Protocol)
  • Presenting the Drawable
Function (Protocol)
  • Identifying the Function
  • Identifying the Device
  • Accessing Vertex Attributes
Library (Protocol)
  • Accessing a Function Within a Library
  • Querying Library Contents
  • Identifying Properties
Parallel Render Command Encoder (Protocol)
  • Creating a Render Command Encoder
Render Command Encoder (Protocol)
  • Setting Graphics Rendering State
  • Specifying Resources for a Vertex Function
  • Specifying Resources for a Fragment Function
  • Drawing Geometric Primitives
Render Pipeline State (Protocol)
  • Identifying Properties
Resource (Protocol)
  • Querying Memory Optimization Properties
  • Identifying Properties
  • Setting or Querying Resource Purgeability
Sampler State (Protocol)
  • Identifying Properties
Texture (Protocol)
  • Copying Data into a Texture Image
  • Copying Data from a Texture Image
  • Creating Textures by Reusing Image Data
  • Querying Texture Attributes
Functions
  • Obtaining the Preferred Device
  • Creating an Image Location or Region
  • Creating a Color to Clear an Attachment

iOS8:Framework:Local Authentication Framework:Tasks

iOS8 Framework
Context
  • Evaluating Authentication Policies