CBES = component-based entity system】的更多相关文章

What is an entity system framework for game development? Posted on 19 January 2012 Last week I released Ash, an entity system framework for Actionscript game development, and a number of people have asked me the question “What is an entity system fra…
[论文标题]Deep Learning based Recommender System: A Survey and New Perspectives ( ACM Computing Surveys · July 2017) [论文作者] SHUAI ZHANG, University of New South WalesLINA YAO, University of New South WalesAIXIN SUN, Nanyang Technological UniversityYI TAY…
比较好的介绍 CBES 的文章 http://www.richardlord.net/blog/what-is-an-entity-framework…
(聊两句,突然记起来以前一个学长说的看论文要能够把论文的亮点挖掘出来,合理的进行概括23333) 传统的推荐系统方法获取的user-item关系并不能获取其中非线性以及非平凡的信息,获取非线性以及非平凡的信息恰恰是深度学习所具备的特点.论文对基于深度的学习的推荐系统方法进行了对比以及分类.文章的主要贡献有以下三点: > 对基于深度学习技术的推荐模型进行系统评价,并提出一种分类和组织当前工作的分类方案. > 提供现有技术的概述和总结 > 我们讨论挑战和开放性问题,并确定本研究中的新趋势和未…
兼容posix 接口的文件系统中我们不仅要测试 posix 接口是否兼容.随机读,随机写,顺序读,顺序写等读写模式下的性能.我们还要测试在不同工作负载条件下的文件系统的性能的情况:Filebench 是一款文件系统性能的自动化测试工具,它通过快速模拟真实应用服务器的负载来测试文件系统的性能.它不仅可以仿真文件系统微操作(如 copyfiles, createfiles, randomread, randomwrite ),而且可以仿真复杂的应用程序(如 varmail, fileserver,…
#region 程序集 System, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 // C:\Windows\Microsoft.NET\Framework\v2.0.50727\System.dll #endregion using System.Runtime.InteropServices; namespace System.ComponentModel { // // 摘要: // 提供 Syste…
“Favour composition over inheritance” If you haven’t already read my previous post on the problems of traditional game architecture and why entity systems are needed. I’m going to cover the basics of an entity system before we look at 3 different imp…
BACKGROUND  1. Field  The embodiments of the disclosure generally relate to computer clusters, and more particularly to systems, methods, and devices for the efficient management of resources of computer clusters.  2. Description of the Related Art …
1 Protection Profile Introduction   This document defines the security functionality expected to be provided by a general-purpose operating system capable of operating in a networked environment. It also provides a set of assurance components that de…
A Component is a containted object that is be persisted value type and not an entity.But you can embed the component to entity. Now We need one-to-one association for husband an wife. We just let the in one table. Then we create one entity, on compon…
声明:本文针对 EF5+, Visual Studio 2012+ 空间数据类型(Spatial Data Types)是在 EF5 中引入的,空间数据类型表现有两种: Geography (地理学上的)- 存储的是椭圆形数据,如 GPS 的经纬度坐标; Geometry  (几何学上的)- 代表欧氏几何(平面的)坐标系统. 下面示例该数据类型的一个应用程序 新建 C# 控制台应用程序 相信 Console 应该都会建,命名为 SpatialCodeFirst 使用 Code First 建立…
Entity Framework 的小实例:在项目中添加一个实体类,并做插入操作 1>. 创建一个控制台程序2>. 添加一个 ADO.NET实体数据模型,选择对应的数据库与表(StudentModel.edmx)3>. 控件台代码 static void Main(string[] args) { // 创建一个网关接口,TestData是数据库名 TestDataEntities td = new TestDataEntities(); // 创建一个实体对象,Student是表映射过…
Overview This project provides you with the tools and techniques you need to create your own large-area multi-projector display that is both affordable and flexible. It covers the procedure you need to take and the issues you need to consider for ach…
  Algorithm:     When to select Anonaly detection or Supervised learning? 总的来说guideline是如果positive example (anomaly examples)特别少就用Anamaly detection. 如果数据positive example 越来越多,可以选择从Anomanly detection 切换到 Supervised learning.     怎么选择feature ?   可以先画出f…
public bool AddEntity(Customer entity)//添加实体   {       MyHotelModelContainer hotelDB = new MyHotelModelContainer();//定义上下文实体       if (entity.Id == Guid.Empty)       {           entity.Id = Guid.NewGuid();       }       hotelDB.Customer.AddObject(ent…
下面是apache官网例子 服务器端接受请求,实现接收文件请求处理器 import java.io.File; import java.io.IOException; import java.io.InterruptedIOException; import java.net.ServerSocket; import java.net.Socket; import java.net.URL; import java.net.URLDecoder; import java.nio.charset.…
源自:http://www.cnblogs.com/panchunting/tag/Code%20First/ 1 Conventions 2 Custom Conventions 3 Data Annotations 4 Fluent API - 配置属性/类型 5 Fluent API - 配置关系 6 存储过程 7 空间数据类型 Spatial Data Types 8 迁移 Migrations (一)Conventions Entity Framework 简言之就是一个ORM(Obj…
# component 不同作用的程序需要保持互相隔离 我们不想ai 物理 渲染 声音 等等功能 耦合在一起,像下面这样 ``` //bad if (collidingWithFloor() && (getRenderState() != INVISIBLE)) { playSound(HIT_FLOOR); } ``` 一个 entity 可跨多个领域, 不同的领域保持隔离(component class), entity == container of component(组件的容器)…
Let's say you want to rending some component based on condition, for example a Tabs component. Inside tabs, you want to render different tab component: <div *ngFor="let comp of comps"> <ng-container *ngComponentOutlet="comp"&g…
In a computing system, cache coherency is performed by selecting one of a plurality of coherency protocols for a first memory transaction. Each of the plurality of coherency protocols has a unique set of cache states that may be applied to cached dat…
How to Check Device UUID or File System UUID. (Doc ID 1505398.1) APPLIES TO: Linux OS - Version Oracle Linux 5.0 and laterOracle Cloud Infrastructure - Version N/A and laterLinux x86-64Linux x86 GOAL In Linux, sometimes the name of devices or file sy…
ylbtech-.NETFramework:System.Net.WebClient.cs 提供用于将数据发送到和接收来自通过 URI 确认的资源数据的常用方法 1.返回顶部 1. #region 程序集 System, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 // C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework\.NETFr…
Awesome系列的.Net资源整理.awesome-dotnet是由quozd发起和维护.内容包括:编译器.压缩.应用框架.应用模板.加密.数据库.反编译.IDE.日志.风格指南等. 算法与数据结构(Algorithms and Data structures) Algorithmia - Algorithm and data-structure library for .NET 3.5 and up. Algorithmia contains sophisticated algorithms…
http://www.richardlord.net/blog/why-use-an-entity-framework Why use an entity system framework for game development?   Following my previous post on entity systems for game development I received a number of good questions from developers. I answered…
http://gamasutra.com/blogs/VictorBarcelo/20131217/207204/Using_abstractions_and_interfaces_with_Unity3D.php Unity3D includes a component architecture paradigm. This allows us to attach code as classes that derive from MonoBehaviour to our GameObjects…
from:http://msdn.microsoft.com/en-us/library/ms229335.aspx 我们平时在VS.net里引用的那些类库就是从这里来的 The .NET Framework class library is a library of classes, interfaces, and value types that provides access to system functionality and is designed to be the foundat…
2015-05-26   628   Code-Tuning Techniques    ——Even though a particular technique generally represents poor coding practice, specific circumstances might make it the best one to use.    ——One key to writing effective loops is to minimize the work don…
Application Fundamentals--应用程序基础知识 Key classes--关键类 Activity Service BroadcastReceiver ContentProvider Intent In this document--在这篇文章中 Application Components--应用程序组件 Activating components: intents--激活组件:意图 Shutting down components--关闭组件 The manifest…
  为了重构手头的一款项目,翻出来当时未接触Unity时候收藏的视频<Unity项目架构设计与开发管理>,对于我这种初学者来说全是干货.简单的总结了一下,以后慢慢提炼. 关于Unity的架构有如下几种常用的方式. 1.EmptyGO:   在Hierarchy上创建一个空的GameObject,然后挂上所有与GameObject无关的逻辑控制的脚本.使用GameObject.Find()访问对象数据. 缺点:逻辑代码散落在各处,不适合大型项目. 2.Simple GameManager:   …
组合优于继承 ecs的概念很早就有了,最初的主要目的应该还是为了改善设计. e-c-s三者都有其意义,e-c是组合优于继承,主要用以改善oo的继承耦合过重以及多继承菱形问题. oop常见设计里,每个gameobject有父类,子类继承来实现不同类型的对象,很容易产生过多\过深的继承以及多继承,而这两者理论上都不好(依赖.冗余), 继承更应该用来隔离接口与实现(父类提供接口,子类提供实现,调用方只关心父类接口,不关心具体子类实现),而不是用来重用父类的代码. Entity抽象成容器 e-c里gam…