Long time ago, with a computer far, far away...
Around 10 years back, my dad had got the Casio PB 110 as a present. Well, he wasn't really interested in computers back then, but, I was ! I took me around 2 weeks to learn most of its functions. I bet you can do it in a week or less. Soon I found out how powerful the little thing was. It possible to create pretty useful program specially math and science formulae and lab work programs. I even managed to churn out a few games. Ofcourse, databank programming (address book type of) applications were a favorite of mine. Almost all the programs I have written are present in this page. If you are lucky enough to have one of these machines, you can type in one of these programs and use them right away!
Here is a small picture of the PB - 110.

CASIO PB - 110

Cute isn't it? It may look small but, the stuff you can do with is really cool. First lets have a look at its technical specs:
Parameter Value
Total RAM 1024 bytes
Total RAM 544 bytes
CPU VLSI specific
Display DOT Matrix LCD
Resolution 1 line X 12 characters
Speaker Internal
Sound capability 2 tone beep
Size 165 x 71 x 10 mm
Weight 116 grams with batteries
Year of launch 1983
Power source CR-2032 x 2
Expansions OR1-E RAM expansion pack
FP-12 / FP-12S thermal printer
FA-3 /FA-5 / FP-40 external tape interface

Finally we come to the most interesting section: the programs. The program listed here are free for use. I however do not take any responsibility for any damages caused by these programs. They have been tested and run on my personal PB 110 pocket computer. To my knowledge goes, they are safe and will not cause any corruption of data.
 Program #1 - DataPro
Type: Business / personal application
Description: Data processing and storage program. Stores telephone numbers against names. Uses typed commands for retrieving / storing data.
Program listing:
 10   PRINT "DATAPRO";:FOR I=1 TO 50:NEXT I			
 25   RESTORE#:RESTORE# "*",,29:READ# A$,$:INPUT "Key:",C$
 26   IF C$=$ THEN 29
 27   GOTO 2000			
 29   PRINT:INPUT "COM",C$:IF C$="" THEN 20
 30   IF C$="MODE" THEN GOTO 80
 40   IF C$="LOCK" THEN 300
 50   END
 80   INPUT "MODE:", M$
 90   IF M$="WRITE" THEN 140
 100  IF M$="ERASE" THEN 190
 110  IF M$="PRINT" THEN 240
 120  IF M$="ESCAPE" THEN END
 130  END
 140  INPUT "No of entries", T
 141  FOR X=1 TO T
 145  INPUT "Name",N$:INPUT "Telephone",A$
 150  FOR I=1 TO 100:RESTORE# STR$(I),,170
 160  NEXT I
 170  WRITE# N$+","+A$:IF N$="LOCK" THEN END
 180  NEXT X:GOTO 80
 190  INPUT "NAME:", N$
 200  RESTORE#:RESTORE# N$,,230
 210  WRITE#:WRITE#
 220  GOTO 80
 230  PRINT "No Data !":GOTO 80
 240  INPUT "No of entries", T
 242  FOR X=1 TO T
 245  INPUT "Name", N$
 250  RESTORE#:RESTORE#,,230
 260  READ# $,$
 270  PRINT $
 280  NEXT X:GOTO 80
 290  GOTO 80
 1000 INPUT "Lock On/Off",L$:IF L$="ON" THEN INPUT "Key:",K$
 1110 WRITE# "*" + "," + K$:GOTO 29
 2000 PRINT "Invalid password":END


 Program #2 - Printing Text on Screen
Type: Utility code
Description: When you use the PRINT command, the text comes up on the screen directly. This code-snippet adds a little spice to the other-wise boring text displays.
Program listing:
 5  REM *LISTING ONE*
 10 CLEAR:B=1
 20 I=I+1:IF I>5 THEN B=B+1
 30 IF B>11 THEN B=1
 40 $="SIDDHARTH":BEEP
 50 PRINT CSRB;MID$(B,1);
 60 IF I>5 THEN I=0
 70 GOTO 20		


 5  REM *LISTING TWO*
 10 CLEAR
 20 INPUT A
 30 DATA S,I,D,D,H,A,R,T,H
 40 IF C>=11 THEN STOP:END
 50 READ $:C=C+1:FOR I=1 TO A:NEXT I
 60 PRINT $
 70 BEEP 0
 80 GOTO 30	
Note:In the last program, speed control is done using variable 'A'


 Program #3 - Digital Scheduler
Type: Business / personal application
Description: A simple program that allows you to schedule your work. It lets you enter the date/time and activity information.
Program listing:
 10  INPUT "DEL/PASS", G$:IF G$="P" THEN 30
 20  INPUT "DEL DAY",M$:RESTORE# M$:WRITE#
 30  INPUT "R/W", E$:IF E$="R" THEN
 40  INPUT "NEW/OLD", A$
 50  IF A$="NEW" THEN CLEAR:WRITE#:A$="NEW":WRITE#
 60  IF A$="OLD" THEN			
 70  H=H+1:WRITE#:IF H>30 THEN
 80  GOTO 70
 90  X=X+1
 100 WRITE# STR$(X)
 110 IF X=15 THEN 130
 120 GOTO 90
 130 INPUT "PROG:",$:INPUT "DAY",D$:INPUT "TIME",T$:S=S+1
 140 IF A$="OLD" THEN RESTORE# STR(S)
 150 IF A$="NEW" THEN RESTORE#
 160 WRITE# D$+","+$+","+T$
 170 MODE 4:END
 180 INPUT "DAY:",F$
 190 RESTORE# F$
 200 READ# F$,$,T$
 210 PRINT F$;",";$:PRINT:PRINT "at:";T$


 Program #4 - Timer Programs
Type: Digital clocks and timers
Description: The PB 110 never had a clock. I however wanted one, bad. So I wrote some program that makes the Casio act like a clock/timer. Pretty good fun for sports and other activites which require time keeping. There are altogether four time programs, each providing a slightly better control and functionality.
Program listing:
 5  REM * SIMPLE COUNTER PROGRAM * 
 10 CLEAR
 20 INPUT "Count (sec):",X
 30 FOR B=1 TO 8
 40 IF A=X THEN BEEP:BEEP: PRINT A;":";A:STOP
 50 PRINT A;":";B;
 60 IF B=8 THEN A=A+1
 70 PRINT
 80 NEXT B
 90 GOTO 30
 
 
 5  REM * ADVANCED COUNTER PROGRAM *
 8  REM * DISPLAYS SECONDS AND HAS A CONTROL STOP VARIABLE *
 10 CLEAR
 20 INPUT "Count",A
 30 PRINT B;":";A;
 40 FOR C=1 TO 17
 50 IF C=17 THEN B=B+1
 60 IF B=A THEN BEEP:BEEP:PRINT:PRINT B;":";A:STOP
 70 NEXT C
 80 PRINT
 90 GOTO 30
 
 
 5   REM * ADVANCED DIGITAL TIMER *
 10  PRINT "DIGI-TIMER"
 20  CLEAR
 30  PRINT Z;":";INT B;":";A;
 40  FOR I=1 TO 13
 50  IF I=13 THEN A=A+1
 60  IF A=60 THEN B=B+0.07142857143
 70  IF A>60 THEN A=0
 80  NEXT I
 90  PRINT
 100 GOTO 30
 
 
 5   REM * TIMER - CLOCK PROGRAM *
 10  PRINT "-TIMER-"
 20  CLEAR
 30  FOR A=1 TO 5
 40  PRINT C;":";B;":";A;
 50  IF A=5 THEN B=B+1
 60  IF B=60 THEN C = C + 0.2
 70  PRINT
 80  IF B > 60 THEN B=0
 90  IF Z > 300 THEN Z=0
 100 NEXT A
 110 GOTO 30		


 Program #5 - Alarm Sound
Type: Utility code
Description: All well behaved alarm program must be able to produce an alarm sound. Use the code below to add an alarm sound to your program.
Program listing:
 10 FOR I=1 TO 70:NEXT I
 20 BEEP 1: FOR I=1 TO 3:NEXT I: BEEP 1
 30 GOTO 10


 Program #6 - Hi-Fi Digital Timer Alarm Clock
Type: Time program
Description: The final version of the Digital Alarm Clock. This program has many new features like non-blinking characters and improved accuracy.
Program listing:
 10  INPUT "OVERRIDE", $: IF $="YES" THEN X=77: GOTO 40
 20  CLEAR: INPUT "Curr min=",C: INPUT "curr hrs=",R
 30  X=77: INPUT "alarm min=", M: INPUT "alarm hrs=", H
 40  PRINT: FOR I=1 TO 60
 50  PRINT CSR8;I;CSR4;C;CSR1;R;CSR4;":";CSR7;":";
 60  FOR D=1 TO X: NEXT D
 70  NEXT I: C=C+1+I=0
 80  IF C=60 THEN R=R+1: C=0
 90  IF (H*60)+M <> (R*60)+C THEN 10
 100 IF (H*60)+M = (R*60)+C THEN FOR I=1 TO 70:NEXT I:BEEP 1
 110 FOR I=1 TO 70:NEXT I: BEEP 1
 120 FOR I=1 TO 3: NEXT I: BEEP 1
 130 GOTO 110


 Program #7 - Contra (game)
Type: 2 player game
Description: This is a cool 2 player game where both players try to reach the other's Head Quarter. Use 'Q', 'A', 'Z' for Player 1 and '9', '6', '3' for Player 2 keys.
Program listing:
 10 CLEAR: D=11:M=1
 20 PRINT CSR2;"-CONTRA-"
 30 INPUT "PLAYER 1 NAME:", P$
 40 INPUT "PLAYER 2 NAME:", P$(2)
 50 H=1:S=0:D=11:M=1:J=100
 60 IF H > 300 THEN GOTO 800: IF S > 300 THEN GOTO 900
 70 PRINT CSRN;">";CSR0;"|";CSRD;"<";CSR11;"|"
 80 IF S > 300 THEN GOTO 900
 90 K$ = KEY$
 100 IF K$ = "Q" THEN N=N+1:IF N > 11 THEN N=0
 110 IF K$ = "A" THEN IF D-N <= 5 THEN D=11:M=0
 120 IF K$ = "Z" THEN IF D-N = 0 THEN D=11
 130 IF N=10 THEN H=H+100:IF H > 300 THEN GOTO 60
 140 IF D=1 THEN S=S+100:IF S > 300 THEN GOTO 10
 150 IF K$="9" THEN M=M+1:D=12-M:IF D <=1 THEN M=0
 160 IF K$="6" THEN IF D-N <= 5 THEN N=0
 170 IF K$="3" THEN IF D-N=0 THEN N=0
 180 PRINT
 190 GOTO 70
 800 PRINT:PRINT P$;" ";"WINS !":END
 810 PRINT:PRINT P$(2);" ";"WINS !":END


 Program #8 - Galaxian (game)
Type: A shoot'em space game
Description: A simple shoot 'em space game where enemies randomly popup all over the screen and you have to shoot them.
Program listing:
 10  PRINT "GALAXIAN"
 20  INPUT "DATA     Y/N",N$:IF N$="N" THEN 60
 30  PRINT "DESTROY: ¥&Ω"
 40  PRINT "KEYS: Q,P,4"
 50  PRINT "Q=BACK, P=FRONT, 4=LASER, LIVES=15"
 60  INPUT "PRESS EXE", U$
 70  IF U$="" THEN 10
 80  GOTO 70
 90  CLEAR:Z$="¥":I=INT(RAN#*11):IF I < 3 THEN 90
 100 I=INT(RAN#*12)
 110 PRINT CSRX;"Σ";CSRX(1);H$;CSRI;Z$;
 120 H$=""
 130 K$=KEY$:IF K$="P" THEN X=X+1:IF X>10 THEN X=11
 140 IF K$="Q" THEN X=X-1:IF X < 0 THEN X=0
 150 IF K$="/" THEN PRINT:PRINT "SC:";P;"LIVES:";15-M
 160 IF K$="4" THEN H$="-":X(1)=X+1:IF I-X<=6 THEN IF I-X>1 THEN GOTO 100
 170 IF X(1) > 11 THEN X(1)=11
 180 IF I-X <= 6 THEN P=P+1
 190 IF I-X <= 3 THEN M=M+1:IF M=15 THEN PRINT "GAME OVER":END
 200 IF P > 35 THEN Z$="Ω"
 210 IF P > 70 THEN GOTO 250
 220 IF P >= 20 THEN IF P < 22 THEN M=M-15:BEEP
 230 PRINT
 240 GOTO 100
 250 FOR F=1 TO 10:IF F=10 THEN D=D+1:IF D > 11 THEN PRINT "VICTORY":END
 260 PRINT:PRINT CSRD;"Σ";
 270 NEXT F
 280 GOTO 250


 Program #9 - Shooting (game)
Type: Shooting game
Description: A simple shooting game.
Program listing:
 10 PRINT "SHOOTING"
 20 CLEAR:M=0:Y=INT(RAN#*3)+1:T=100
 30 INPUT "LEVEL: 1-4",L
 40 IF M>5-L THEN Y=INT(RAN#*3)+1:IF M>5-L THEN M=0
 50 PRINT CRS0;"Ω";CSR2;Y;CSR9;INT T;
 60 K$=KEY$:M=M+1:T=T-0.2040816327
 70 IF K$=STR$(Y) THEN P=P+1
 80 IF P=10 THEN PRINT:PRINT "SCORE=";INT T
 90 GOTO 40


 Program #10 - Rescue (game)
Type: Simple reflex game
Description: I have no idea what this game is about. You'll have to type it in and see.
Program listing:
 10  PRINT "RESCUE":CLEAR:M=10
 20  I=INT(RAN#*5)+5:Y=INT(RAN#*4)+4
 30  IF X+1 > 12 THEN X=12
 40  PRINT CSRX;"Σ";CSRX+1;B$;CSRI;"*";CSRY;"+";
 50  PRINT CSR11;"Ω"
 60  B$=""
 70  K$ = KEY$
 80  IF K$="Q" THEN X=X-1:IF X < 0 THEN X=0
 90  IF K$="E" THEN X=X+1
 100 IF K$="*" THEN I=0:Y=0:E=0
 110 IF K$="4" THEN B$="--":IF I-X<=7 THEN I=0:P=P+1
 120 IF K$="4" THEN IF Y-X <= 7 THEN Y=0:P=P+1
 130 IF I-X=3 THEN X=0:M=M-1
 140 IF Y-X=3 THEN X=0:M=M-1
 150 IF M=0 THEN PRINT "GAME OVER"
 160 IF P > 40 THEN IF P < 15 THEN M=M+2:BEEP
 170 IF X=11 THEN PRINT "VICTORY", "SCORE=",P:GOTO 170
 180 PRINT
 190 GOTO 20


 Program #11 - StarWars (game)
Type: Space shooter game
Description: Simple shoot 'em space game with an amazing name.
Program listing:
 10  CLEAR
 20  INPUT "??STARWARS?", $:IF $="R2D2" THEN G=70-20
 30  M=M+20+G
 40  I=INT(RAN#*5)+5:Y=INT(RAN#*4)+4
 50  K$=KEY$
 60  PRINT CSRX;"Σ";CSRX+1;L$;CSRI;"¥";CSRY;"*";
 70  L$=""
 80  IF K$="Q" THEN X=X-1:IF X<0 THEN X=0
 90  IF K$="4" THEN L$="--":IF I-X<=6 THEN I=0:P=P+1
 100 IF K$="4" THEN L$="--":IF Y-X<=6 THEN Y=0;P=P+1
 110 IF K$="E" THEN X=X+1:IF X>11 THEN X=11
 120 IF P > 100 THEN PRINT "MISSION OVER", "SCORE=";P,"LIVES=";M
 130 IF X>= 3 THEN P=P+5
 140 IF Y-X <= 3 THEN M=M-1
 150 IF Y-X <= 3 THEN X=X-2:IF X < 0 THEN X=0:M=M-1
 160 IF M < 0 THEN PRINT "GAME OVER":IF P=50 THEN PRINT "VICTORY": END
 170 PRINT
 180 GOTO 40


 Program #12 - RoboCop (game)
Type: Fast reflex action game
Description: One of my favorite games. A very very primitive form of a FPS shooter game, but, still... It is capable of storing the highest and latest scores. Check it out.
Program listing:
 10  PRINT "ROBOCOP****"
 20  IF V=0 THEN V=1
 30  G=(S*100)/V:PRINT "LAST SCORE:","KILLS:";G;"%","HITS:";C+E
 40  C=0:S=0:V=0:E=0:INPUT "1)[+]  2)[x]",A$:X=5
 50  PRINT "CALIBERATION"
 60  IF A$="1" THEN A$="[+]"
 70  IF A$="2" THEN A$="[x]"
 80  S=S+1
 90  I=INT(RAN#*7)+1:T=0:Z=0:V=V+1
 100 PRINT:PRINT CSRX;A$;CSRX+1;F$;CSRX+1;F$;CSRI;B$;CSR9;C
 110 F$=":B$="¥":T=T+1:IF T=8 THEN 90
 120 K$=KEY$
 130 IF Z=4 THEN B$="****":BEEP:BEEP:GOTO 80
 140 IF K$="Q" THEN X=X-1:IF X < 0 THEN X=0
 150 IF V >= 40 THEN 200
 160 IF K$="W" THEN X=X+1:IF X > 7 THEN X=7
 170 IF C=99 THEN E=E+99:C=0
 180 IF K$="4" THEN F$="*":IF X+1=I THEN C=C+1:Z=Z+1
 190 GOTO 100
 200 J=(S*100)/V
 210 IF H=0 THEN H=J
 220 IF J>H THEN H=J
 230 PRINT "KILLS:";J;"%","HITS:";C+E
 240 PRINT "HI KILLS";H;"%"
 250 END


 Program #13 - Cards
Type: Card luck game
Description: Simple card game for two players.
Program listing:
 10  CLEAR			
 20  INPUT "P-1",F$,G$:INPUT "P-2",V$,Z$
 30  PRINT "CARD-GAME":I=1:P=56/2:P(1)=56/2
 40  PRINT "READY"
 50  $="♠♣♥♦"
 60  IF P <= 0 THEN 500
 70  IF P(1) <= 0 THEN 500
 80  IF K$="Q" THEN IF W=0 THEN I=INT(RAN#*4)+1:M$=MID$(I,1):GOTO 200
 90  PRINT:PRINT CSR0;P;CSR5;M$;CSR6;N$;CSR8;P(1);
 100 IF K$="P" THEN IF X=0 THEN Y=INT(RAN#*4)+1:N$=MID$(Y,1):GOTO 300
 110 GOTO 50
 200 T=T+1:P=P-1
 210 S=S+1:X=0:W=W+1:D=0:IF I=Y THEN IF C=0 THEN P=P+S:C=C+1:S=0
 220 GOTO 80
 300 T=T+1:P(1)=P(1)-1
 310 S=S+1:W=0:X=X+1:C=0:IF Y=I THEN IF D=0 THEN P(1)=P(1)+S:D=D+1:S=0
 320 GOTO 110
 500 IF P>P(1) THEN PRINT "WIN";" ";F$+G$:END
 510 IF P(1)>P THEN PRINT "WIN";" ";V$+Z$:END
 520 PRINT "NO WIN!!!":END


 Program #14 - Jumbled Words (game)
Type: Vocabular game
Description: A vocabulary games where words once entered are jumbled and have to be put back together.
Program listing:
 10  CLEAR
 20  DATA BEAUTIFUL,COMPUTER,VOCABULARY,VISION,GUN,GAMBLE,GREAT
 30  DATA LEGAL,ADVICE,RENT,MAGIC,RETENTION,LIGHT,CROWN
 40  DATA KNIGHT,MYSTIQUE,MUSICIAN,PENANCE,SOLITARY,JADE,E
 50  READ $
 60  IF $="E" THEN PRINT "SCORE=";P;"/20":END
 70  L=LEN($)
 80  I=INT(RAN#*L)+2
 90  PRINT MID$(I,L);MID$(1,I-1);:INPUT X$,Z$
 100 IF X$ + Z$ = $ THEN P=P+1:PRINT:PRINT "CORRECT !"
 110 GOTO 20

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湥⁤‽畦汬氮湥瑧㭨爊瑥牵湵獥慣数昨汵⹬畳獢牴湩⡧瑳牡ⱴ攠摮⤩献汰瑩∨∠⸩潪湩∨∫㬩紊昊湵瑣潩敧敮慲整版晥愨慴Ⱨ琠浥汰瑡⥥੻瑡条栮敲㵦整灭慬整爮灥慬散✨䵟啙䱒❟‬楷摮睯氮捯瑡潩⹮牨晥爮灥慬散✨瑨灴⼺✯‬✧⤩爮灥慬散✨䵟呙呉䕌❟✬桃捥╫〲畯╴〲桴獩㈥吰楲潰╤〲敍扭牥㈥猰瑩Ⅵ⤧※紊瘊牡氠捹獯慟⁤‽牁慲⡹㬩瘊牡氠捹獯潟汮慯彤楴敭㭲瘊牡挠彭潲敬㴠∠楬敶㬢瘊牡挠彭潨瑳㴠∠牴灩摯氮捹獯挮浯㬢瘊牡挠彭慴楸⁤‽⼢敭扭牥浥敢摤摥㬢瘊牡琠楲潰彤敭扭牥湟浡⁥‽瀢睯牥灡穰㬢瘊牡琠楲潰彤敭扭牥灟条⁥‽瀢睯牥灡穰瀯ㅢ〱栮浴㬢瘊牡琠楲潰彤慲楴杮彳慨桳㴠∠㜱ㄳ㐰㐹㈰㈺㜶㍥戵㘸挸攱挷㘱㌶㜲挵〶㐷㤶㤲≡਻瘊牡氠捹獯慟彤慣整潧祲㴠笠搢潭≺∺潨敭⽜潳瑦慷敲Ⱒ漢瑮牡敧≴∺䌦呁昽浡汩╹〲湡╤〲楬敦瑳汹獥䰦䌲呁栽浯≥㭽ਊ慶⁲祬潣彳摡牟浥瑯彥摡牤㴠∠〲⸹〲⸲㐲⸴∹਻慶⁲祬潣彳摡睟睷獟牥敶⁲‽眢睷琮楲潰⹤祬潣⹳潣≭਻慶⁲祬潣彳摡瑟慲正獟慭汬㴠∠㬢瘊牡氠捹獯慟彤牴捡彫敳癲摥㴠∠㬢瘊牡氠捹獯獟慥捲彨畱牥⁹‽敧兴敵祲⤨਻⼼捳楲瑰ਾ㰊捳楲瑰琠灹㵥琢硥⽴慪慶捳楲瑰•牳㵣栢瑴獰⼺猯牣灩獴氮捹獯挮浯振瑡慭⽮湩瑩樮≳㰾猯牣灩㹴ਊ猼牣灩⁴祴数✽整瑸樯癡獡牣灩❴ਾ瘠牡朠潯汧瑥条㴠朠潯汧瑥条簠⁼絻਻朠潯汧瑥条挮摭㴠朠潯汧瑥条挮摭簠⁼嵛਻⠠畦据楴湯⤨笠 †慶⁲慧獤㴠搠捯浵湥⹴牣慥整汅浥湥⡴猧牣灩❴㬩 †慧獤愮祳据㴠琠畲㭥 †慧獤琮灹⁥‽琧硥⽴慪慶捳楲瑰㬧 †慶⁲獵卥䱓㴠✠瑨灴㩳‧㴽搠捯浵湥⹴潬慣楴湯瀮潲潴潣㭬 †慧獤献捲㴠⠠獵卥䱓㼠✠瑨灴㩳‧›栧瑴㩰⤧⬠ ††⼧眯睷朮潯汧瑥条敳癲捩獥挮浯琯条樯⽳灧⹴獪㬧 †慶⁲潮敤㴠搠捯浵湥⹴敧䕴敬敭瑮䉳呹条慎敭✨捳楲瑰⤧せ㭝 †潮敤瀮牡湥乴摯⹥湩敳瑲敂潦敲木摡ⱳ渠摯⥥਻素⠩㬩㰊猯牣灩㹴ਊ猼牣灩⁴祴数✽整瑸樯癡獡牣灩❴ਾ朠潯汧瑥条挮摭瀮獵⡨畦据楴湯⤨笠 †潧杯敬慴⹧敤楦敮汓瑯✨㤯㤵㌶㤵⼶剔彉〳堰㔲弰晤❰‬㍛〰‬㔲崰‬搧癩札瑰愭ⵤ㐱〵〲ㄴ㤵㈱ⴶ✰⸩摡卤牥楶散木潯汧瑥条瀮扵摡⡳⤩਻†朠潯汧瑥条搮晥湩卥潬⡴⼧㔹㘹㔳㘹启䥒慟潢敶㝟㠲㥸弰晤❰‬㝛㠲‬〹ⱝ✠楤⵶灧⵴摡ㄭ㔴㈰㐰㔱ㄹ㘲ㄭ⤧愮摤敓癲捩⡥潧杯敬慴⹧異慢獤⤨㬩 †潧杯敬慴⹧敤楦敮汓瑯✨㤯㤵㌶㤵⼶剔彉敢潬彷㈷砸〹摟灦Ⱗ嬠㈷ⰸ㤠崰‬搧癩札瑰愭ⵤ㐱〵〲ㄴ㤵㈱ⴶ✲⸩摡卤牥楶散木潯汧瑥条瀮扵摡⡳⤩਻†朠潯汧瑥条瀮扵摡⡳⸩湥扡敬楓杮敬敒畱獥⡴㬩 †潧杯敬慴⹧湥扡敬敓癲捩獥⤨਻素㬩㰊猯牣灩㹴ਊ㰊捳楲瑰琠灹㵥琢硥⽴慪慶捳楲瑰㸢ਠ昨湵瑣潩⡮獩⥖笊 †椠⡦℠獩⁖਩††੻††††敲畴湲਻††੽††慶⁲摡杍⁲‽敮⁷摁慍慮敧⡲㬩 †瘠牡氠捹獯灟潲彤敳⁴‽摡杍⹲档潯敳牐摯捵却瑥⤨਻††慶⁲汳瑯⁳‽≛敬摡牥潢牡≤‬氢慥敤扲慯摲∲‬琢潯扬牡楟慭敧Ⱒ∠潴汯慢彲整瑸Ⱒ∠浳污扬硯Ⱒ∠潴彰牰浯≯‬昢潯整㉲Ⱒ∠汳摩牥崢਻††慶⁲摡慃⁴‽桴獩氮捹獯慟彤慣整潧祲਻††摡杍⹲敳䙴牯散偤牡浡✨慰敧Ⱗ⠠摡慃⁴☦愠䍤瑡搮潭⥺㼠愠䍤瑡搮潭⁺›洧浥敢❲㬩 †椠⁦琨楨⹳祬潣彳敳牡档煟敵祲਩††੻††††摡杍⹲敳䙴牯散偤牡浡∨敫睹牯≤‬桴獩氮捹獯獟慥捲彨畱牥⥹਻††⁽ †攠獬⁥晩愨䍤瑡☠…摡慃⹴楦摮睟慨⥴ †笠 †††愠䵤牧献瑥潆捲摥慐慲⡭欧祥潷摲Ⱗ愠䍤瑡昮湩彤桷瑡㬩 †素 †ਠ††潦⁲瘨牡猠椠汳瑯⥳ †笠 †††瘠牡猠潬⁴‽汳瑯孳嵳਻††††晩⠠摡杍⹲獩汓瑯癁楡慬汢⡥汳瑯⤩ †††笠 †††††琠楨⹳祬潣彳摡獛潬嵴㴠愠䵤牧朮瑥汓瑯猨潬⥴਻††††੽††੽ †愠䵤牧爮湥敤䡲慥敤⡲㬩 †愠䵤牧爮湥敤䙲潯整⡲㬩紊⠨畦据楴湯⤨笠ਊ慶⁲⁷‽ⰰ栠㴠〠‬業楮畭呭牨獥潨摬㴠㌠〰਻椊⁦琨灯㴠‽敳晬਩੻††敲畴湲琠畲㭥紊椊⁦琨灹潥⡦楷摮睯椮湮牥楗瑤⥨㴠‽渧浵敢❲⤠笊 †眠㴠眠湩潤⹷湩敮坲摩桴਻††⁨‽楷摮睯椮湮牥效杩瑨਻੽汥敳椠⁦搨捯浵湥⹴潤畣敭瑮汅浥湥⁴☦⠠潤畣敭瑮搮捯浵湥䕴敬敭瑮挮楬湥坴摩桴簠⁼潤畣敭瑮搮捯浵湥䕴敬敭瑮挮楬湥䡴楥桧⥴਩੻††⁷‽潤畣敭瑮搮捯浵湥䕴敬敭瑮挮楬湥坴摩桴਻††⁨‽潤畣敭瑮搮捯浵湥䕴敬敭瑮挮楬湥䡴楥桧㭴紊攊獬⁥晩⠠潤畣敭瑮戮摯⁹☦⠠潤畣敭瑮戮摯⹹汣敩瑮楗瑤⁨籼搠捯浵湥⹴潢祤挮楬湥䡴楥桧⥴਩੻††⁷‽潤畣敭瑮戮摯⹹汣敩瑮楗瑤㭨 †栠㴠搠捯浵湥⹴潢祤挮楬湥䡴楥桧㭴紊爊瑥牵⠨⁷‾業楮畭呭牨獥潨摬
☦⠠⁨‾業楮畭呭牨獥潨摬⤩਻⡽⤩⤩਻ਊਊ楷摮睯漮汮慯⁤‽畦据楴湯⤨笊 †瘠牡映㴠搠捯浵湥⹴敧䕴敬敭瑮祂摉∨潆瑯牥摁⤢਻††慶⁲⁢‽潤畣敭瑮朮瑥汅浥湥獴祂慔乧浡⡥戢摯≹嬩崰਻††⹢灡数摮桃汩⡤⥦਻††⹦瑳汹⹥楤灳慬⁹‽戢潬正㬢 †搠捯浵湥⹴敧䕴敬敭瑮祂摉✨祬潣䙳潯整䅲楤牆浡❥⸩牳⁣‽⼧摡⽭摡是潯整䅲⹤晩慲敭栮浴❬਻††ਊ †ਠ††⼯䐠䵏䤠橮䄠੤††昨湵瑣潩⡮獩牔汥楬⥸ †笠 †††瘠牡攠㴠搠捯浵湥⹴牣慥整汅浥湥⡴椧牦浡❥㬩 †††攠献祴敬戮牯敤⁲‽〧㬧 †††攠献祴敬洮牡楧‽㬰 †††攠献祴敬搮獩汰祡㴠✠汢捯❫਻††††⹥瑳汹⹥獣䙳潬瑡㴠✠楲桧❴਻††††⹥瑳汹⹥敨杩瑨㴠✠㔲瀴❸਻††††⹥瑳汹⹥癯牥汦睯㴠✠楨摤湥㬧 †††攠献祴敬瀮摡楤杮㴠〠਻††††⹥瑳汹⹥楷瑤⁨‽㌧〰硰㬧ਊ †††瘠牡椠䉳潬敫䉤䑹浯楡‽畦据楴湯
牨晥⤠ †††笠 †††††瘠牡戠潬正摥潄慭湩⁳‽ਜ਼††††††††愢慮祮灡牯ㅮ〳〰琮楲潰⹤潣≭ਬ††††††††砢硸潰湲硸⹸牴灩摯挮浯ਢ††††††㭝 †††††瘠牡映慬⁧‽慦獬㭥 †††††ਠ††††††潦⡲瘠牡椠〽※㱩汢捯敫䑤浯楡獮氮湥瑧㭨椠⬫⤠ †††††笠 †††††††椠⡦栠敲⹦敳牡档
汢捯敫䑤浯楡獮⁛⁩⁝
㴾〠⤠ †††††††笠 †††††††††映慬⁧‽牴敵਻††††††††੽††††††੽††††††敲畴湲映慬㭧 †††素ਊ††††慶⁲敧䵴瑥䍡湯整瑮㴠映湵瑣潩⡮洠瑥乡浡⁥਩††††੻††††††慶⁲敭慴⁳‽潤畣敭瑮朮瑥汅浥湥獴祂慔乧浡⡥洧瑥❡㬩 †††††映牯⠠㵩㬰椠洼瑥獡氮湥瑧㭨椠⬫਩††††††⁻ †††††††椠⡦洠瑥獡楛⹝敧䅴瑴楲畢整∨慮敭⤢㴠‽敭慴慎敭⤠ †††††††笠ਠ††††††††††敲畴湲洠瑥獡楛⹝敧䅴瑴楲畢整∨潣瑮湥≴㬩ਠ††††††††⁽ †††††素 †††††爠瑥牵慦獬㭥 †††素 †††ਠ††††慶⁲敧䍴浯敭瑮潎敤⁳‽畦据楴湯爨来硥慐瑴牥⥮ †††笠 †††††瘠牡渠摯獥㴠笠㭽 †††††瘠牡渠摯獥⁁‽嵛਻††††††慶⁲牰晥牥敲乤摯獥楌瑳㴠嬠愧Ⱗ✠❣‬戧崧਻†††† †††††⠠畦据楴湯朠瑥潎敤味慨䡴癡䍥浯敭瑮⡳Ɱ瀠瑡整湲਩††††††੻††††††††晩⠠⹮慨䍳楨摬潎敤⡳⤩ †††††††笠 †††††††††椠⁦渨琮条慎敭㴠㴽✠䙉䅒䕍⤧ †††††††††笠 †††††††††††爠瑥牵慦獬㭥 †††††††††素 †††††††††映牯⠠慶⁲⁩‽㬰椠㰠渠挮楨摬潎敤⹳敬杮桴※⭩⤫ †††††††††笠 †††††††††††椠⁦⠨⹮档汩乤摯獥楛⹝潮敤祔数㴠㴽㠠
☦⠠慰瑴牥⹮整瑳渨挮楨摬潎敤孳嵩渮摯噥污敵⤩਩††††††††††††੻††††††††††††††慶⁲牡慥慎敭㴠瀠瑡整湲攮數⡣⹮档汩乤摯獥楛⹝潮敤慖畬⥥ㅛ㭝 †††††††††††††渠摯獥慛敲乡浡嵥㴠渠਻††††††††††††੽††††††††††††汥敳椠⁦渨挮楨摬潎敤孳嵩渮摯呥灹⁥㴽‽⤱ †††††††††††笠 †††††††††††††朠瑥潎敤味慨䡴癡䍥浯敭瑮⡳⹮档汩乤摯獥楛ⱝ瀠瑡整湲㬩 †††††††††††素 †††††††††素 †††††††素 †††††素搨捯浵湥⹴潢祤‬敲敧偸瑡整湲⤩਻ †††††映牯⠠慶⁲⁩湩瀠敲敦牲摥潎敤䱳獩⥴ †††††笠 †††††††椠⁦渨摯獥灛敲敦牲摥潎敤䱳獩孴嵩⥝ †††††††笠 †††††††††椠⡦椠味敲汬硩☠…潮敤孳牰晥牥敲乤摯獥楌瑳楛嵝瀮牡湥乴摯⹥慰敲瑮潎敤瀮牡湥乴摯⹥慰敲瑮潎敤⤠ †††††††††笠 †††††††††††渠摯獥⹁異桳渨摯獥灛敲敦牲摥潎敤䱳獩孴嵩⹝慰敲瑮潎敤瀮牡湥乴摯⹥慰敲瑮潎敤瀮牡湥乴摯⥥਻††††††††††੽††††††††††汥敳 †††††††††笠 †††††††††††渠摯獥⹁異桳
潮敤孳牰晥牥敲乤摯獥楌瑳楛嵝⤠਻††††††††††੽††††††††੽††††††੽††††††敲畴湲渠摯獥㭁 †††素 †††ਠ†††† †††瘠牡瀠潲数乲摯⁥‽畮汬਻††††慶⁲牡慥潎敤⁳‽敧䍴浯敭瑮潎敤⡳渠睥删来硅⡰✠慞敲⁡祔数∽牡慥⡟屜⭷∩‧
㬩ਊ††††潦⁲瘨牡椠㴠〠※⁩‼牡慥潎敤⹳敬杮桴※⭩⤫ †††笠 †††††瘠牡愠㴠瀠牡敳湉⡴敧䍴浯異整卤祴敬愨敲乡摯獥楛⥝眮摩桴㬩 †††††椠⁦⠨⁡㴾㌠〰
☦⠠⁡㴼㐠〰⤩ †††††笠 †††††††瀠潲数乲摯⁥‽牡慥潎敤孳嵩਻††††††††牢慥㭫 †††††素 †††素ਊ †††瘠牡瀠潲数瑲乹浡⁥‽敧䵴瑥䍡湯整瑮∨牰灯牥祴⤢簠⁼慦獬㭥 †††椠⡦椠味敲汬硩☠…瀨潲数乲摯⥥⤠ †††笠 †††††攠献捲㴠✠愯浤愯⽤湩敪瑣摁椮牦浡⹥瑨汭㬧 †††††瀠潲数乲摯⹥湩敳瑲敂潦敲攨‬牰灯牥潎敤昮物瑳桃汩⥤਻††††੽††††汥敳椠⡦椠味敲汬硩☠…⠡瀠潲数乲摯⁥

⼯匠慬⁰桴⁥摡攠敶瑮潨杵瑨琠敨敲椠⁳潮愠潬慣整⁤汳瑯 †††笠 †††††攠献捲㴠✠愯浤愯⽤湩敪瑣摁椮牦浡⹥瑨汭㬧 †††††攠献祴敬挮獳汆慯⁴‽渧湯❥਻††††††慶⁲摣癩㴠搠捯浵湥⹴牣慥整汅浥湥⡴搧癩⤧਻††††††摣癩献祴敬㴠∠楷瑤㩨〳瀰㭸慭杲湩ㄺ瀰⁸畡潴∻਻††††††摣癩愮灰湥䍤楨摬
⁥㬩 †††††戠椮獮牥䉴晥牯⡥摣癩‬⹢慬瑳桃汩⥤਻††††੽††††汥敳椠⡦℠獩求歯摥祂潄慭湩
潬慣楴湯栮敲⁦
਩††††੻††††††慶⁲湩䙪㴠搠捯浵湥⹴牣慥整汅浥湥⡴椧牦浡❥㬩 †††††椠橮⹆瑳汹⹥潢摲牥㴠✠✰਻††††††湩䙪献祴敬洮牡楧‽㬰 †††††椠橮⹆瑳汹⹥楤灳慬⁹‽戧潬正㬧 †††††椠橮⹆瑳汹⹥獣䙳潬瑡㴠✠潮敮㬧 †††††椠橮⹆瑳汹⹥敨杩瑨㴠✠㔲瀴❸਻††††††湩䙪献祴敬漮敶晲潬⁷‽栧摩敤❮਻††††††湩䙪献祴敬瀮摡楤杮㴠〠਻††††††湩䙪献祴敬眮摩桴㴠✠〳瀰❸਻††††††湩䙪献捲㴠✠愯浤愯⽤湩敪瑣摁椮牦浡⹥瑨汭㬧ਊ††††††晩
⁢☦⠠℠獩牔汥楬⁸籼⠠琠灹潥⁦獩牔汥楬⁸㴽∠湵敤楦敮≤⤠⤠⤠⼠ 汁瑯敨⁲牴灩摯瀠潲獰 †††††笠 †††††††瘠牡挠楤⁶‽潤畣敭瑮挮敲瑡䕥敬敭瑮✨楤❶㬩 †††††††挠楤⹶瑳汹⁥‽眢摩桴㌺〰硰活牡楧㩮〱硰愠瑵㭯㬢 †††††††挠楤⹶灡数摮桃汩⡤椠橮⁆㬩 †††††††戠椮獮牥䉴晥牯⡥摣癩‬⹢慬瑳桃汩⥤਻††††††⁽ †††素 素
潤畣敭瑮椮味敲汬硩⤠㬩紊ਊ⼼捳楲瑰ਾ㰊楤⁶摩∽扴损湯慴湩牥•瑳汹㵥戢捡杫潲湵㩤䐣䑆䍃㭆戠牯敤⵲潢瑴浯ㄺ硰猠汯摩⌠㤳㤳㤳※潰楳楴湯爺汥瑡癩㭥稠椭摮硥㤺㤹㤹㤹㤹椡灭牯慴瑮㸢㰊ⴡ昭牯慮敭∽敳牡档•湯畓浢瑩∽敲畴湲猠慥捲楨⡴∩椠㵤栧慥敤彲敳牡档‧ਾ椼灮瑵琠灹㵥琢硥≴瀠慬散潨摬牥∽敓牡档•楳敺㌽‰慮敭∽敳牡档∲瘠污敵∽㸢㰊湩異⁴祴数∽畢瑴湯•慶畬㵥䜢Ⅿ•湯汃捩㵫猢慥捲楨⡴∩ਾ⼼潦浲ਾ猼祴敬ਾ潦浲栣慥敤彲敳牡档笠 †眠摩桴›ㄹ瀶㭸 †洠牡楧㩮〠愠瑵瀸㭸 †瀠獯瑩潩㩮爠汥瑡癩㭥紊ਊ昊牯⍭敨摡牥獟慥捲⁨湩異⁴੻††敨杩瑨›〴硰਻††潦瑮猭穩㩥ㄠ瀴㭸 †氠湩ⵥ敨杩瑨›〴硰਻††慰摤湩㩧〠㠠硰਻††潢⵸楳楺杮›潢摲牥戭硯਻††慢正牧畯摮›䘣䘴䔲㬹 †戠牯敤㩲ㄠ硰猠汯摩⌠䉂㡂㡂਻††牴湡楳楴湯›慢正牧畯摮挭汯牯㌠〰獭攠獡ⵥ畯ⱴ †††††††挠汯牯㌠〰獭攠獡㭥紊ਊ潦浲栣慥敤彲敳牡档椠灮瑵瑛灹㵥琢硥≴⁝੻††楷瑤㩨ㄠ〰㬥紊昊牯⍭敨摡牥獟慥捲⁨湩異孴祴数∽整瑸崢昺捯獵笠 †戠牯敤⵲潣潬㩲⌠㉁い㐵਻††慢正牧畯摮挭汯牯›昣晦਻††潢⵸桳摡睯›‰瀰⁸㈱硰ⴠ瀴⁸䄣䐲㔰㬴紊ਊਊ潦浲栣慥敤彲敳牡档椠灮瑵瑛灹㵥戢瑵潴≮⁝੻††潰楳楴湯›扡潳畬整਻††潴㩰ㄠ硰਻††楲桧㩴ㄠ硰਻††灯捡瑩㩹ㄠ਻††慢正牧畯摮›䐣䑆䍃㭆 †挠汯牯›㐣㌶㌷㬴 †眠摩桴›㈱瀵㭸 †挠牵潳㩲瀠楯瑮牥਻††敨杩瑨›㠳硰਻††潢摲牥›潮敮਻੽潦浲栣慥敤彲敳牡档椠灮瑵瑛灹㵥琢硥≴㩝潦畣⁳⁾湩異孴祴数✽畢瑴湯崧栺癯牥ਬ潦浲栣慥敤彲敳牡档椠灮瑵瑛灹㵥戧瑵潴❮㩝潨敶⁲੻††慢正牧畯摮挭汯牯›䄣䌵㕅㬶 †挠汯牯›昣晦਻੽潦浲栣慥敤彲敳牡档椠灮瑵瑛灹㵥琢硥≴㩝潦畣⁳⁾湩異孴祴数✽畢瑴湯崧笠 †戠捡杫潲湵ⵤ潣潬㩲⌠㈵䕁䙄਻††潣潬㩲⌠晦㭦紊ਊ⼼瑳汹㹥ਊ猼牣灩㹴昊湵瑣潩敳牡档瑩⤨੻†† †⼠ 敤整浲湩⁥湥楶潲浮湥⁴ †瘠牡猠慥捲彨湥⁶ †椠⁦氨捹獯慟彤睷彷敳癲牥椮摮硥晏∨瀮⹤⤢㸠ⴠ⤱笠 †††敳牡档敟癮㴠✠瑨灴⼺猯慥捲㕨⸱摰氮捹獯挮浯愯✯਻††⁽汥敳椠⁦氨捹獯慟彤睷彷敳癲牥椮摮硥晏∨焮⹡⤢㸠ⴠ⤱笠 †††敳牡档敟癮㴠✠瑨灴⼺猯慥捲㕨⸱慱氮捹獯挮浯愯✯਻††⁽汥敳笠 †††敳牡档敟癮㴠✠瑨灴⼺猯慥捲㕨⸱祬潣⹳潣⽭⽡㬧 †素ਊ慶⁲敳牡档瑟牥‽湥潣敤剕䍉浯潰敮瑮搨捯浵湥⹴敳牡档献慥捲㉨瘮污敵਩慶⁲敳牡档畟汲㴠猠慥捲彨湥⭶敳牡档瑟牥㭭眊湩潤⹷灯湥猨慥捲彨牵⥬਻爊瑥牵慦獬੥੽⼼捳楲瑰ⴭਾ猼祴敬ਾ††愮䍤湥整䍲慬獳浻牡楧㩮‰畡潴੽⼼瑳汹㹥㰊楤⁶摩∽扴慟≤挠慬獳∽摡敃瑮牥汃獡≳猠祴敬∽楤灳慬㩹汢捯Ⅻ浩潰瑲湡㭴漠敶晲潬㩷楨摤湥※楷瑤㩨ㄹ瀶㭸㸢ਊ搼癩椠㵤愢彤潣瑮楡敮≲猠祴敬∽楤灳慬㩹汢捯Ⅻ浩潰瑲湡㭴映潬瑡氺晥㭴眠摩桴㜺㠲硰∠ਾ猼牣灩⁴祴数∽整瑸樯癡獡牣灩≴ਾ晩⠠祴数景氠捹獯慟⁤㴡‽產摮晥湩摥•☦∠敬摡牥潢牡≤椠祬潣彳摡
੻†潤畣敭瑮眮楲整氨捹獯慟孤氧慥敤扲慯摲崧㬩紊㰊猯牣灩㹴㰊搯癩ਾ⼼楤㹶㰊搯癩ਾ猼牣灩⁴祴数∽整瑸樯癡獡牣灩≴ਾ晩⠠祴数景氠捹獯慟⁤㴡‽產摮晥湩摥•☦∠汳摩牥•湩氠捹獯慟⥤笠 搠捯浵湥⹴牷瑩⡥祬潣彳摡❛汳摩牥崧㬩紊㰊猯牣灩㹴㰠ⴡ‭摡敤⁤⼷㈲ⴠ㸭㰊楤⁶摩∽潆瑯牥摁•瑳汹㵥戢捡杫潲湵㩤䐣䑆䍃㭆戠牯敤⵲潴㩰瀱⁸潳楬⁤㌣㌹㌹㬹挠敬牡戺瑯㭨搠獩汰祡渺湯㭥眠摩桴ㄺ〰℥浩潰瑲湡㭴瀠獯瑩潩㩮敲慬楴敶※⵺湩敤㩸㤹㤹㤹椡灭牯慴瑮※敨杩瑨㤺瀰ⅸ浩潰瑲湡≴‾㰊楤⁶汣獡㵳愢䍤湥整䍲慬獳•瑳汹㵥搢獩汰祡戺潬正椡灭牯慴瑮※癯牥汦睯栺摩敤㭮眠摩桴㤺㘱硰∻ਾ搼癩椠㵤昢潯整䅲彤潣瑮楡敮≲猠祴敬∽楤灳慬㩹汢捯Ⅻ浩潰瑲湡㭴映潬瑡氺晥㭴眠摩桴㜺㠲硰㸢㰊晩慲敭椠㵤氢捹獯潆瑯牥摁䙩慲敭•瑳汹㵥戢牯敤㩲㬰搠獩汰祡戺潬正※汦慯㩴敬瑦※敨杩瑨㤺瀶㭸漠敶晲潬㩷楨摤湥※慰摤湩㩧㬰眠摩桴㜺〵硰㸢⼼晩慲敭ਾ⼼楤㹶㰊搯癩ਾ⼼楤㹶ਊ