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介绍游戏英语作文加翻译

介绍游戏英语作文加翻译

介绍游戏英语作文加翻译Title: Exploring the World of Gaming。

In today's digital era, gaming has become an integral part of global entertainment culture. From console gaming to mobile apps, the world of gaming offers a diverse range of experiences for players of all ages. In this essay, we will delve into the various aspects of gaming and explore its impact on society.First and foremost, gaming serves as a form of escapism for many individuals. Through immersive storytelling and captivating gameplay, games transport players tofantastical worlds where they can temporarily leave behind the stresses of reality. Whether it's battling fierce dragons in a medieval realm or embarking on a space odyssey to distant galaxies, gaming provides an avenue for exploration and adventure.Moreover, gaming fosters social connections amongplayers. With the rise of online multiplayer games, individuals from different corners of the globe can come together in virtual environments to collaborate, compete, and communicate. Friendships are formed, alliances are forged, and communities thrive within these digital landscapes. Gaming transcends geographical boundaries, allowing people to connect with others who share similar interests and passions.Furthermore, gaming has emerged as a lucrative industry with significant economic impact. The success ofblockbuster titles generates billions of dollars in revenue annually, fueling innovation and driving technological advancements. From indie developers to major studios, the gaming industry provides employment opportunities for a diverse array of talents, including programmers, artists, writers, and designers.However, it is important to acknowledge the potential drawbacks associated with excessive gaming. Addiction to gaming can lead to detrimental effects on physical health, mental well-being, and academic or professional performance.It is essential for individuals to maintain a healthy balance between gaming and other aspects of life, ensuring that it remains a source of enjoyment rather than a detriment to overall well-being.In conclusion, gaming has evolved into a multifaceted phenomenon that influences various aspects of contemporary society. Its ability to entertain, connect, and inspire is unparalleled, making it a prominent force in today's cultural landscape. As technology continues to advance, the world of gaming will undoubtedly undergo further transformations, shaping the experiences of players for generations to come.中文翻译:标题,探索游戏世界。

c语言常见专业词汇带翻译

c语言常见专业词汇带翻译

c语言常见专业词汇带翻译c语言常见专业词汇带翻译每行每业都有相对的.,那么c语言有那么必学的专业英语词汇呢?下面就一起来了解一些必备的c语言专业词汇吧,欢迎大家参阅。

c语言专业词汇identifier 标识符keyword 关键字operator 运算符constant 常量pointer 指针Structure 结构体Include 包含(导入头文件)stdio.h 输入输出头文件void 不返回任何值main 主要printf 打印、输出IDE 集成开发环境source File 源文件warning 警告Project 工程int 整型short int 短整型unsigned short int 无符号短整型long int 长整型float 浮点型double 双精度char 字符型scanf 输入函数getchar() 接受字符函数putchar() 输出字符函数variable 变量Compiler 编译器Date type 数据类型Console 控制台Declaration 声明c语言专业英语词汇Initialization 初始化TRUE 真FALSE 假if 如果else 否则Sizeof 所占内存字节数Switch 分支结构case 与常值匹配break 跳转default 缺省、默认While 当循环do…while 直到循环continue 结束本次循环进行下一次迭代Counter 计数器Array 数组dimension 维数Single Dimensional Array 一维数组Double Dimensional Array 二维数组sorting 排序Bubble sort 冒泡排序Ascending order 升序Descending order 降序subscript 下标Step 步长Row 行column 列traverse 遍历pointer 指针Address 地址Base Address 基地址Memory Member 内在单元Relational operator 关系运算符Arithmetic operator 算术运算符Assignment operator 赋值运算符Logical operator 逻辑运算符c语言必备专业词汇function 函数Build-in function 内置函数User Defined Function 自定义函数Recursive function 递归函数Random 随机数power 幂prototype 原型void 空值Called function 被调函数Calling function 调用函数return 返回scope 作用域Parameter 参数Parameterized function 参数化函数Local variable 局部变量Global variable 全局变量static 静态变量auto 自动变量Register 寄存器变量extern 外部变量Formal parameter 形式参数Actual parameter 实际参数Call by reference 传值调用Call by value 引用调用String 字符串String literal 字符串常量sequence 序列【c语言常见专业词汇带翻译】。

Globals包的中文名称:R语言全局对象识别器说明书

Globals包的中文名称:R语言全局对象识别器说明书

Package‘globals’November21,2022Version0.16.2Depends R(>=3.1.2)Imports codetoolsTitle Identify Global Objects in R ExpressionsDescription Identifies global(``unknown''or``free'')objects in R expressionsby code inspection using various strategies(ordered,liberal,orconservative).The objective of this package is to make it as simple aspossible to identify global objects for the purpose of exporting them inparallel,distributed compute environments.License LGPL(>=2.1)LazyLoad TRUEByteCompile TRUEURL https://,https:///HenrikBengtsson/globalsBugReports https:///HenrikBengtsson/globals/issuesRoxygenNote7.2.2NeedsCompilation noAuthor Henrik Bengtsson[aut,cre,cph],Davis Vaughan[ctb]Maintainer Henrik Bengtsson<*****************>Repository CRANDate/Publication2022-11-2121:10:02UTCR topics documented:cleanup.Globals (2)findGlobals (2)Globals (4)globalsByName (5)packagesOf.Globals (5)Index61cleanup.Globals Drop certain types of globalsDescriptionDrop certain types of globalsUsage##S3method for class Globalscleanup(globals,drop=c("missing","base-packages","nativesymbolinfo"),...) Argumentsglobals A Globals object.drop A character vector specifying what type of globals to drop....Not usedfindGlobals Get all global objects of an expressionDescriptionGet all global objects of an expressionUsagefindGlobals(expr,envir=parent.frame(),...,attributes=TRUE,tweak=NULL,dotdotdot=c("warning","error","return","ignore"),method=c("ordered","conservative","liberal"),substitute=FALSE,unlist=TRUE,trace=FALSE)globalsOf(expr,envir=parent.frame(),...,method=c("ordered","conservative","liberal"),tweak=NULL,locals=NA,substitute=FALSE,mustExist=TRUE,unlist=TRUE,recursive=TRUE,skip=NULL)Argumentsexpr An R expression.envir The environment from where to search for globals....Not used.attributes If TRUE(default),attributes of‘expr‘are also searched.If FALSE,they are not.If a character vector,then attributes with matching names are searched.Note,the attributes of the attributes elements are not searched,that is,attributes are notsearched recursively.Also,attributes are searched with‘dotdotdot="ignore".tweak An optional function that takes an expression and returns a tweaked expression.dotdotdot TBD.method A character string specifying what type of search algorithm to use.substitute If TRUE,the expression is substitute():ed,otherwise not.unlist If TRUE,a list of unique objects is returned.If FALSE,a list of length(expr) sublists.trace TBD.locals Should globals part of any"local"environment of a function be included or not?mustExist If TRUE,an error is thrown if the object of the identified global cannot be lo-cated.Otherwise,the global is not returned.recursive If TRUE,globals that are closures(functions)and that exist outside of names-paces("packages"),will be recursively scanned for globals.skip(internal)A list of globals not to be searched for additional globals.Ignored unless recursive is TRUE.DetailsThere currently three strategies for identifying global objects.The method="ordered"search method identifies globals such that a global variable preceding a local variable with the same name is not dropped(which the"conservative"method would).The method="conservative"search method tries to keep the number of false positive to a mini-mum,i.e.the identified objects are most likely true global objects.At the same time,there is a risk that some true globals are not identified(see example).This search method returns the exact same result as the findGlobals()function of the codetools package.The method="liberal"search method tries to keep the true-positive ratio as high as possible,i.e.the true globals are most likely among the identified ones.At the same time,there is a risk that some false positives are also identified.With recursive=TRUE,globals part of locally defined functions will also be found,otherwise not.4GlobalsValuefindGlobals()returns a character vector.globalsOf()returns a Globals object.See AlsoInternally,the codetools package is utilized for code inspections.Examplesb<-2expr<-substitute({a<-b;b<-1})##Will_not_identify b (because it s also a local)globalsC<-globalsOf(expr,method="conservative")print(globalsC)##Will identify bglobalsL<-globalsOf(expr,method="liberal")print(globalsL)Globals A representation of a set of globalsDescriptionA representation of a set of globalsUsageGlobals(object,...)Argumentsobject A named list....Not used.ValueAn object of class Globals,which is a named list of the value of the globals,where the element names are the names of the globals.Attribute where is a named list of the same length and with the same names.See AlsoThe globalsOf()function identifies globals from an R expression and returns a Globals object.globalsByName5 globalsByName Locates and retrieves a set of global variables by their namesDescriptionLocates and retrieves a set of global variables by their namesUsageglobalsByName(names,envir=parent.frame(),mustExist=TRUE,...)Argumentsnames A character vector of global variable names.envir The environment from where to search for globals.mustExist If TRUE,an error is thrown if the object of the identified global cannot be lo-cated.Otherwise,the global is not returned....Not used.ValueA Globals object.packagesOf.Globals Identify the packages of the globalsDescriptionIdentify the packages of the globalsUsage##S3method for class GlobalspackagesOf(globals,...)Argumentsglobals A Globals object....Not used.ValueReturns a character vector of package names.Index[.Globals(Globals),4as.Globals(Globals),4cleanup(cleanup.Globals),2cleanup.Globals,2codetools,4findGlobals,2,3Globals,4,4,5globalsByName,5globalsOf,4globalsOf(findGlobals),2names(Globals),4packagesOf(packagesOf.Globals),5 packagesOf.Globals,56。

游戏知识直通车乐园

游戏知识直通车乐园

随着技术的进步,出现了更多类型的游戏 机和电脑游戏,如《Super Mario Bros.》 、《The Legend of Zelda》等经典作品。
网络游戏兴起
移动游戏时代
互联网的发展带动了网络游戏的繁荣,如 《World of Warcraft》、《League of Legends》等大型多人在线游戏成为主流 。
04
电子竞技与赛事赏析
电子竞技运动概述及发展历程
电子竞技运动定义
电子竞技运动是利用电子设备作为运动器械进行的、人与 人之间的智力对抗运动。
发展历程
从20世纪90年代的单机游戏对抗,到21世纪初的网络游 戏竞技,再到如今的移动电竞和VR电竞,电子竞技运动不 断发展和创新。
影响力扩大
随着全球互联网和移动设备的普及,电子竞技运动在全球 范围内的影响力不断扩大,成为一种新兴的体育文化现象 。
社交类游戏互动体验分享
Animal Crossing
玩家可以在游戏中与可爱的动物 邻居进行互动,参加各种活动, 布置自己的家园,享受轻松愉快
的社交体验。
Among Us
一款以太空为背景的社交推理游 戏,玩家需要在游戏中找出隐藏 在船员中的内鬼,同时完成各种
任务和挑战。
王者荣耀
国内最受欢迎的MOBA手游之一 ,玩家可以与好友组队进行5v5 对战,体验刺激的竞技快感。
03
游戏软件与平台指南
经典游戏作品回顾与推荐
超级马里奥系列
任天堂的经典之作,通过控制马 里奥在各种关卡中冒险,收集金 币,躲避障碍,最终救出公主。
塞尔达传说系列
任天堂的另一款经典游戏,以开放 世界、解谜和冒险为主要玩法,深 受玩家喜爱。
魔兽世界
暴雪娱乐制作的大型多人在线角色 扮演游戏,玩家可以在游戏中探索 广阔的世界,与其他玩家互动,完 成各种任务和挑战。

计算机编程常用术语英语词汇汇总

计算机编程常用术语英语词汇汇总

计算机编程及常用术语英语词汇大全cover覆盖、涵盖create/creation创立、生成crosstab query穿插表查询(for database)CRTP (curiously recurring template pattern)CTS (common type system)通用类型系统cube多维数据集(for database)cursor光标cursor游标(for database)custom定制、自定义data数据data connection数据连接(for database)Data Control Language (DCL)数据控制语言(DCL) (for database)Data Definition Language (DDL)数据定义语言(DDL) (for database)data dictionary数据字典(for database)data dictionary view数据字典视图(for database)data file数据文件(for database)data integrity数据完整性(for database)data manipulation language (DML)数据操作语言(DML) (for database)data mart数据集市(for database)data pump数据抽取(for database)data scrubbing数据清理(for database)data source数据源(for database)Data source name (DSN)数据源名称(DSN) (for database)data warehouse数据仓库(for database)dataset数据集(for database)database 数据库(for database)database catalog数据库目录(for database)database diagram数据关系图(for database)database file数据库文件(for database)database object数据库对象(for database)database owner数据库所有者(for database)database project数据库工程(for database)database role数据库角色(for database)database schema数据库模式、数据库架构(for database)database scrīpt数据库脚本(for database)data-bound数据绑定(for database)data-aware control数据感知控件(for database)data member数据成员、成员变量dataset数据集(for database)data source数据源(for database)data structure数据构造data table数据表(for database)datagram数据报文DBMS (database management system)数据库管理系统(for database) DCOM (distributed COM)分布式COMdead lock死锁(for database)deallocate归还debug调试debugger调试器decay退化decision support决策支持declaration声明declarative referential integrity (DRI)声明引用完整性(DRI) (for database) deduction推导DEFAULT constraint默认约束(for database)default database默认数据库(for database)default instance默认实例(for database)default result set默认结果集(for database)default缺省、默认值defer推迟definition定义delegate委托delegation委托dependent namedeploy部署dereference解引用dereference operator (提领)运算子derived class派生类design by contract契约式设计design pattern 设计模式destroy销毁destructor(dtor)析构函数、析构器device设备DHTML (dynamic HyperText Markup Language)动态超文本标记语言dialog对话框digest摘要digital数字的DIME (Direct Internet Message Encapsulation)直接Internet消息封装directive (编译)指示符directory目录dirty pages脏页(for database)dirty read脏读(for database)disassembler反汇编器DISCO (Discovery of Web Services)Web Services的查找disk盘dispatch调度、分派、派发〔我喜欢“调度〞〕DISPID (Dispatch Identifier)分派标识符distributed computing分布式计算distributed query分布式查询(for database)DNA (Distributed interNet Application)分布式网间应用程序document文档DOM (Document Object Model)文档对象模型dot operator (圆)点操作符driver驱动(程序)DTD (document type definition)文档类型定义double-byte character set (DBCS)双字节字符集(DBCS)dump转储dump file转储文件dynamic cursor动态游标(for database)dynamic filter动态筛选(for database)dynamic locking动态锁定(for database)dynamic recovery动态恢复(for database)dynamic snapshot动态快照(for database)dynamic SQL statements动态SQL语句(for database) dynamic assembly动态装配件、动态配件dynamic binding动态绑定EAI (enterprise application integration)企业应用程序集成(整合) EBCO (empty base class optimization)空基类优化〔机制〕e-business电子商务EDI (Dlectronic Data Interchange)电子数据交换efficiency效率efficient高效end-to-end authentication端对端身份验证end user最终用户engine引擎entity实体encapsulation封装enclosing class外围类别(与巢状类别nested class有关) enum (enumeration)枚举enumerators枚举成员、枚举器equal相等equality相等性equality operator等号操作符error log错误日志(for database)escape code转义码escape character转义符、转义字符exclusive lock排它锁(for database)explicit transaction显式事务(for database)evaluate评估event事件event driven事件驱动的event handler事件处理器evidence证据exception异常exception declaration异常声明exception handling异常处理、异常处理机制exception-safe异常平安的exception specification异常标准exit退出explicit显式explicit specialization显式特化export导出expression表达式facility设施、设备fat client胖客户端feature特性、特征fetch提取field字段(java)field字段(for database)field length字段长度(for database)file文件filter筛选(for database)finalization终结firewall防火墙finalizer终结器firmware固件flag标记flash memory闪存flush刷新font字体foreign key (FK)外键(FK) (for database)form窗体formal parameter形参forward declaration前置声明forward-only只向前的forward-only cursor只向前游标(for database) fragmentation碎片(for database)framework框架full specialization完全特化function函数function call operator (即operator ())函数调用操作符function object函数对象function overloaded resolution函数重载决议functionality功能function template函数模板functor仿函数GAC (global assembly cache)全局装配件缓存、全局配件缓存GC (Garbage collection)垃圾回收(机制)、垃圾收集(机制) game游戏generate生成generic泛化的、一般化的、通用的generic algorithm通用算法genericity泛型getter (相对于setter)取值函数global全局的global object全局对象global scope resolution operator全局范围解析操作符grant授权(for database)granularity粒度group组、群group box分组框GUI图形界面GUID (Globally Unique Identifier)全球唯一标识符hand shaking握手handle句柄handler处理器hard-coded硬编码的hard-copy截屏图hard disk硬盘hardware硬件hash table散列表、哈希表header file头文件heap堆help file帮助文件hierarchy层次构造、继承体系hierarchical data阶层式数据、层次式数据hook钩子Host (application)宿主(应用程序)hot key热键hyperlink超链接HTML (HyperText Markup Language)超文本标记语言HTTP pipeline HTTP管道HTTP (HyperText Transfer Protocol)超文本传输协议icon图标IDE (Integrated Development Environment)集成开发环境IDL (Interface Definition Language)接口定义语言identifier标识符idle time空闲时间if and only if当且仅当IL (Intermediate Language)中间语言、中介语言image图象IME输入法immediate base直接基类immediate derived直接派生类immediate updating即时更新(for database) implicit transaction隐式事务(for database) incremental update增量更新(for database)index索引(for database)implement实现implementation实现、实现品implicit隐式import导入increment operator增加操作符infinite loop无限循环infinite recursive无限递归information信息infrastructure根底设施inheritance继承、继承机制inline内联inline expansion内联展开initialization初始化initialization list初始化列表、初始值列表initialize初始化inner join内联接(for database)in-place active现场激活instance实例instantiated具现化、实体化(常应用于template) instantiation具现体、具现化实体(常应用于template) integrate集成、整合integrity完整性、一致性aggregation聚合、聚集algorithm算法alias别名align排列、对齐allocate分配、配置allocator分配器、配置器angle bracket尖括号annotation注解、评注API (Application Programming Interface)应用(程序)编程接口app domain (application domain)应用域application应用、应用程序application framework应用程序框架appearance外观append附加architecture架构、体系构造archive file归档文件、存档文件argument引数(传给函式的值)。

网络游戏的由来英语作文

网络游戏的由来英语作文

As a high school student who has been captivated by the digital world, Ive always been curious about the origins of online gaming. The journey of online games is a fascinating tale that intertwines with the evolution of technology and the human desire for interactive entertainment.It all began in the early 1970s, in a time when computers were massive machines accessible only to a select few. The first seeds of online gaming were sown with the creation of MultiUser Dungeons or MUDs. These were textbased games that allowed multiple players to interact with each other and the game environment through a commandline interface. The concept was revolutionary, offering a new form of social interaction beyond the physical world.Fast forward to the 1980s, the era of personal computers and the birth of graphical online games. Games like Netrek emerged, which was one of the first to incorporate realtime strategy and multiplayer interaction. It was a precursor to the modern online gaming experience, where players could see each others actions in realtime and react accordingly.The 1990s marked a significant leap in online gaming with the advent of the internet and the World Wide Web. This period saw the rise of browserbased games and the firstperson shooter genre, with games like Doom and Quake paving the way for multiplayer online experiences. The internet allowed players from around the globe to connect and compete, breaking down geographical barriers and fostering a sense of global community.One of the most pivotal moments in the history of online gaming was the launch of World of Warcraft in 2004. This massively multiplayer online roleplaying game MMORPG took the world by storm, boasting millions of subscribers and setting a new standard for online gaming. It was not just a game it was a virtual world where players could immerse themselves in quests, socialize, and form communities.The evolution of online gaming has been closely tied to advancements in technology. The transition from dialup modems to broadband internet, and now to fiberoptic connections, has allowed for smoother gameplay and more complex game worlds. The development of 3D graphics and virtual reality has transformed the way we interact with these digital environments, making them more realistic and engaging.Moreover, the rise of mobile gaming has brought online gaming to the fingertips of millions. With the proliferation of smartphones and tablets, games like Clash of Clans and Pokémon Go have demonstrated that online gaming is not confined to the desktop or console. Its a part of our daily lives, accessible anytime, anywhere.The social aspect of online gaming is another dimension that has significantly contributed to its popularity. Games like Fortnite and League of Legends have created platforms for players to form teams, strategize, and compete, fostering a sense of camaraderie and rivalry. These games have also given rise to esports, where professional gamers compete in tournaments with millions of viewers tuning in to watch.However, the online gaming world is not without its challenges. Issues such as cyberbullying, addiction, and the impact of gaming on physical health have been a cause for concern. The gaming industry, along with educators and parents, is continuously working to address these issues and promote a healthy balance between gaming and other aspects of life.In conclusion, the history of online gaming is a testament to human ingenuity and the pursuit of interactive entertainment. From the simple textbased MUDs to the immersive virtual worlds of today, online gaming has come a long way. It has not only revolutionized the gaming industry but also impacted social interactions, culture, and even economics. As a high school student, I am excited to see where this journey will take us next, as technology continues to advance and the boundaries of online gaming expand.。

计算机程序编程中的常用英语

计算机程序编程中的常用英语

application 应用程式应用、应用程序application framework 应用程式框架、应用框架应用程序框架architecture 架构、系统架构体系结构argument 引数(传给函式的值).叁见parameter 叁数、实质叁数、实叁、自变量array 阵列数组arrow operator arrow(箭头)运算子箭头操作符assembly 装配件assembly language 组合语言汇编语言assert(ion) 断言assign 指派、指定、设值、赋值赋值assignment 指派、指定赋值、分配assignment operator 指派(赋值)运算子= 赋值操作符associated 相应的、相关的相关的、关联、相应的associative container 关联式容器(对应sequential container)关联式容器atomic 不可分割的原子的attribute 属性属性、特性audio 音讯音频A.I. 人工智慧人工智能background 背景背景(用於图形着色)后台(用於行程)backward compatible 回溯相容向下兼容bandwidth 频宽带宽base class 基础类别基类base type 基础型别(等同於base class)batch 批次(意思是整批作业)批处理benefit 利益收益best viable function 最佳可行函式最佳可行函式(从viable functions 中挑出的最佳吻合者)binary search 二分搜寻法二分查找binary tree 二元树二叉树binary function 二元函式双叁函数binary operator 二元运算子二元操作符binding 系结绑定bit 位元位bit field 位元栏位域bitmap 位元图位图bitwise 以bit 为单元逐一┅bitwise copy 以bit 为单元进行复制;位元逐一复制位拷贝block 区块,区段块、区块、语句块boolean 布林值(真假值,true 或false)布尔值精品文库border 边框、框线边框brace(curly brace) 大括弧、大括号花括弧、花括号bracket(square brakcet) 中括弧、中括号方括弧、方括号breakpoint 中断点断点build 建造、构筑、建置(MS 用语)build-in 内建内置bus 汇流排总线business 商务,业务业务buttons 按钮按钮byte 位元组(由8 bits 组成)字节cache 快取高速缓存call 呼叫、叫用调用callback 回呼回调call operator call(函式呼叫)运算子调用操作符(同function call operator)candidate function 候选函式候选函数(在函式多载决议程序中出现的候选函式)chain 串链(例chain of function calls)链character 字元字符check box 核取方块(i.e. check button) 复选框checked exception 可控式异常(Java)check button 方钮(i.e. check box) 复选按钮child class 子类别(或称为derived class, subtype)子类class 类别类class body 类别本体类体class declaration 类别宣告、类别宣告式类声明class definition 类别定义、类别定义式类定义class derivation list 类别衍化列类继承列表class head 类别表头类头class hierarchy 类别继承体系, 类别阶层类层次体系class library 类别程式库、类别库类库class template 类别模板、类别范本类模板class template partial specializations类别模板偏特化类模板部分特化class template specializations类别模板特化类模板特化cleanup 清理、善后清理、清除client 客端、客户端、客户客户client-server 主从架构客户/服务器clipboard 剪贴簿剪贴板clone 复制克隆collection 群集集合combo box 复合方块、复合框组合框command line 命令列命令行精品文库(系统文字模式下的整行执行命令)communication 通讯通讯compatible 相容兼容compile time 编译期编译期、编译时compiler 编译器编译器component 组件组件composition 复合、合成、组合组合computer 电脑、计算机计算机、电脑concept 概念概念concrete 具象的实在的concurrent 并行并发configuration 组态配置connection 连接,连线(网络,资料库)连接constraint 约束(条件)construct 构件构件container 容器容器(存放资料的某种结构如list, vector...)containment 内含包容context 背景关系、周遭环境、上下脉络环境、上下文control 控制元件、控件控件console 主控台控制台const 常数(constant 的缩写,C++ 关键字)constant 常数(相对於variable)常量constructor(ctor)建构式构造函数(与class 同名的一种member functions)copy (v) 复制、拷贝拷贝copy (n) 复件, 副本cover 涵盖覆盖create 创建、建立、产生、生成创建creation 产生、生成创建cursor 游标光标custom 订制、自定定制data 资料数据database 资料库数据库database schema 数据库结构纲目data member 资料成员、成员变数数据成员、成员变量data structure 资料结构数据结构datagram 资料元数据报文dead lock 死结死锁debug 除错调试debugger 除错器调试器declaration 宣告、宣告式声明deduction 推导(例:template argument deduction)推导、推断default 预设缺省、默认精品文库defer 延缓推迟define 定义预定义definition 定义、定义区、定义式定义delegate 委派、委托、委任委托delegation (同上)demarshal 反编列散集dereference 提领(取出指标所指物体的内容)解叁考dereference operator dereference(提领)运算子* 解叁考操作符derived class 衍生类别派生类design by contract 契约式设计design pattern 设计范式、设计样式设计模式※最近我比较喜欢「设计范式」一词destroy 摧毁、销毁destructor 解构式析构函数device 装置、设备设备dialog 对话窗、对话盒对话框directive 指令(例:using directive)(编译)指示符directory 目录目录disk 碟盘dispatch 分派分派distributed computing 分布式计算(分布式电算) 分布式计算分散式计算(分散式电算)document 文件文档dot operator dot(句点)运算子. (圆)点操作符driver 驱动程式驱动(程序)dynamic binding 动态系结动态绑定efficiency 效率效率efficient 高效高效end user 终端用户entity 物体实体、物体encapsulation 封装封装enclosing class 外围类别(与巢状类别nested class 有关)外围类enum (enumeration) 列举(一种C++ 资料型别)枚举enumerators 列举元(enum 型别中的成员)枚举成员、枚举器equal 相等相等equality 相等性相等性equality operator equality(等号)运算子== 等号操作符equivalence 等价性、等同性、对等性等价性equivalent 等价、等同、对等等价escape code 转义码转义码evaluate 评估、求值、核定评估event 事件事件event driven 事件驱动的事件驱动的exception 异常情况异常精品文库exception declaration 异常宣告(ref. C++ Primer 3/e, 11.3)异常声明exception handling 异常处理、异常处理机制异常处理、异常处理机制exception specification 异常规格(ref. C++ Primer 3/e, 11.4)异常规范exit 退离(指离开函式时的那一个执行点)退出explicit 明白的、明显的、显式显式export 汇出引出、导出expression 运算式、算式表达式facility 设施、设备设施、设备feature 特性field 栏位,资料栏(Java)字段, 值域(Java)file 档案文件firmware 韧体固件flag 旗标标记flash memory 快闪记忆体闪存flexibility 弹性灵活性flush 清理、扫清刷新font 字型字体form 表单(programming 用语)窗体formal parameter 形式叁数形式叁数forward declaration 前置宣告前置声明forwarding 转呼叫,转发转发forwarding function 转呼叫函式,转发函式转发函数fractal 碎形分形framework 框架框架full specialization 全特化(ref. partial specialization)function 函式、函数函数function call operator 同call operatorfunction object 函式物件(ref. C++ Primer 3/e, 12.3)函数对象function overloaded resolution函式多载决议程序函数重载解决(方案)functionality 功能、机能功能function template 函式模板、函式范本函数模板functor 仿函式仿函式、函子game 游戏游戏generate 生成generic 泛型、一般化的一般化的、通用的、泛化generic algorithm 泛型演算法通用算法getter (相对於setter) 取值函式global 全域的(对应於local)全局的global object 全域物件全局对象global scope resolution operator全域生存空间(范围决议)运算子:: 全局范围解析操作符group 群组group box 群组方块分组框精品文库guard clause 卫述句(Refactoring, p250) 卫语句GUI 图形介面图形界面hand shaking 握手协商handle 识别码、识别号、号码牌、权柄句柄handler 处理常式处理函数hard-coded 编死的硬编码的hard-copy 硬拷图屏幕截图hard disk 硬碟硬盘hardware 硬体硬件hash table 杂凑表哈希表、散列表header file 表头档、标头档头文件heap 堆积堆hierarchy 阶层体系层次结构(体系)hook 挂钩钩子hyperlink 超链结超链接icon 图示、图标图标IDE 整合开发环境集成开发环境identifier 识别字、识别符号标识符if and only if 若且唯若当且仅当Illinois 伊利诺伊利诺斯image 影像图象immediate base 直接的(紧临的)上层base class. 直接上层基类immediate derived 直接的(紧临的)下层derived class. 直接下层派生类immutability 不变性immutable 不可变(的)implement 实作、实现实现implementation 实作品、实作体、实作码、实件实现implicit 隐喻的、暗自的、隐式隐式import 汇入导入increment operator 累加运算子++ 增加操作符infinite loop 无穷回圈无限循环infinite recursive 无穷递回无限递归information 资讯信息infrastructure 公共基础建设inheritance 继承、继承机制继承、继承机制inline 行内内联inline expansion 行内展开内联展开initialization 初始化(动作)初始化initialization list 初值列初始值列表initialize 初始化初始化inner class 内隐类别内嵌类instance 实体实例(根据某种表述而实际产生的「东西」)instantiated 具现化、实体化(常应用於template)实例化精品文库instantiation 具现体、具现化实体(常应用於template)实例integer (integral) 整数(的)整型(的)integrate 整合集成interacts 交谈、互动交互interface 介面接口for GUI 介面界面interpreter 直译器解释器invariants 恒常性,约束条件约束条件invoke 唤起调用iterate 迭代(回圈一个轮回一个轮回地进行)迭代exception 异常情况异常exception declaration 异常宣告(ref. C++ Primer 3/e, 11.3)异常声明exception handling 异常处理、异常处理机制异常处理、异常处理机制exception specification 异常规格(ref. C++ Primer 3/e, 11.4)异常规范exit 退离(指离开函式时的那一个执行点)退出explicit 明白的、明显的、显式显式export 汇出引出、导出expression 运算式、算式表达式facility 设施、设备设施、设备feature 特性field 栏位,资料栏(Java)字段, 值域(Java)file 档案文件firmware 韧体固件flag 旗标标记flash memory 快闪记忆体闪存flexibility 弹性灵活性flush 清理、扫清刷新font 字型字体form 表单(programming 用语)窗体formal parameter 形式叁数形式叁数forward declaration 前置宣告前置声明forwarding 转呼叫,转发转发forwarding function 转呼叫函式,转发函式转发函数fractal 碎形分形framework 框架框架full specialization 全特化(ref. partial specialization)function 函式、函数函数function call operator 同call operatorfunction object 函式物件(ref. C++ Primer 3/e, 12.3)函数对象function overloaded resolution函式多载决议程序函数重载解决(方案)functionality 功能、机能功能function template 函式模板、函式范本函数模板functor 仿函式仿函式、函子精品文库game 游戏游戏generate 生成generic 泛型、一般化的一般化的、通用的、泛化generic algorithm 泛型演算法通用算法getter (相对於setter) 取值函式global 全域的(对应於local)全局的global object 全域物件全局对象global scope resolution operator全域生存空间(范围决议)运算子:: 全局范围解析操作符group 群组group box 群组方块分组框guard clause 卫述句(Refactoring, p250) 卫语句GUI 图形介面图形界面hand shaking 握手协商handle 识别码、识别号、号码牌、权柄句柄handler 处理常式处理函数hard-coded 编死的硬编码的hard-copy 硬拷图屏幕截图hard disk 硬碟硬盘hardware 硬体硬件hash table 杂凑表哈希表、散列表header file 表头档、标头档头文件heap 堆积堆hierarchy 阶层体系层次结构(体系)hook 挂钩钩子hyperlink 超链结超链接icon 图示、图标图标IDE 整合开发环境集成开发环境identifier 识别字、识别符号标识符if and only if 若且唯若当且仅当Illinois 伊利诺伊利诺斯image 影像图象immediate base 直接的(紧临的)上层base class. 直接上层基类immediate derived 直接的(紧临的)下层derived class. 直接下层派生类immutability 不变性immutable 不可变(的)implement 实作、实现实现implementation 实作品、实作体、实作码、实件实现implicit 隐喻的、暗自的、隐式隐式import 汇入导入increment operator 累加运算子++ 增加操作符infinite loop 无穷回圈无限循环infinite recursive 无穷递回无限递归information 资讯信息精品文库infrastructure 公共基础建设inheritance 继承、继承机制继承、继承机制inline 行内内联inline expansion 行内展开内联展开initialization 初始化(动作)初始化initialization list 初值列初始值列表initialize 初始化初始化inner class 内隐类别内嵌类instance 实体实例(根据某种表述而实际产生的「东西」)instantiated 具现化、实体化(常应用於template)实例化instantiation 具现体、具现化实体(常应用於template)实例integer (integral) 整数(的)整型(的)integrate 整合集成interacts 交谈、互动交互interface 介面接口for GUI 介面界面interpreter 直译器解释器invariants 恒常性,约束条件约束条件invoke 唤起调用iterate 迭代(回圈一个轮回一个轮回地进行)迭代iterative 反覆的,迭代的iterator 迭代器(一种泛型指标)迭代器iteration 迭代(回圈每次轮回称为一个iteration)迭代item 项目、条款项、条款、项目laser 雷射激光level 阶层(级)例high level 高阶高层library 程式库、函式库库、函数库lifetime 生命期、寿命生命期、寿命link 联结、连结连接,链接linker 联结器、连结器连接器literal constant 字面常数(例3.14 或"hi" 这等常数值)字面常数list 串列(linked-list)列表、表、链表list box 列表方块、列表框列表框load 载入装载loader 载入器装载器、载入器local 区域的(对应於global)局部的local object 区域物件局部对象lock 机锁loop 回圈循环lvalue 左值左值macro 巨集宏magic number 魔术数字魔法数精品文库maintain 维护维护manipulator 操纵器(iostream 预先定义的一种东西)操纵器marshal 编列列集叁考demarshalmechanism 机制机制member 成员成员member access operator 成员取用运算子(有dot 和arrow 两种)成员存取操作符member function 成员函式成员函数member initialization list成员初值列成员初始值列表memberwise 以member 为单元┅、members 逐一┅以成员为单位memberwise copy 以members 为单元逐一复制memory 记忆体内存menu 表单、选单菜单message 讯息消息message based 以讯息为基础的基於消息的message loop 讯息回圈消息环method (java) 方法、行为、函式方法meta-超-元-例meta-programming 超编程元编程micro 微微middleware 中介层中间件modeling 模塑modeling language 塑模语言,建模语言modem 数据机调制解调器module 模组模块modifier 饰词修饰符most derived class 最末层衍生类别最底层的派生类mouse 滑鼠鼠标mutable 可变的可变的multi-tasking 多工多任务namespace 命名空间名字空间、命名空间native 原生的本地的、固有的nested class 巢状类别嵌套类network 网路网络network card 网路卡网卡object 物件对象object based 以物件为基础的基於对象的object file 目的档目标文件object model 物件模型对象模型object oriented 物件导向的面向对象的online 线上在线opaque 不透明的operand 运算元操作数精品文库operating system (OS) 作业系统操作系统operation 操作、操作行为操作operator 运算子操作符、运算符option 选项,可选方案选项ordinary 常规的常规的overflow 上限溢位(相对於underflow)溢出(underflow:下溢)overhead 额外负担、额外开销额外开销overload 多载化、多载化、重载重载overloaded function 多载化函式重载的函数overloaded operator 多载化运算子被重载的操作符overloaded set 多载集合重载集合override 改写、覆写重载、改写、重新定义(在derived class 中重新定义虚拟函式package 套件包pair 对组palette 调色盘、组件盘、工具箱pane 窗格窗格(有时为嵌板之意,例Java Content Pane)parallel 平行并行parameter 叁数(函式叁数列上的变数)叁数、形式叁数、形叁parameter list 叁数列叁数列表parent class 父类别(或称base class)父类parentheses 小括弧、小括号圆括弧、圆括号parse 解析解析part 零件部件partial specialization 偏特化(ref. C++ Primer 3/e, 16.10)局部特化(ref. full specialization)pass by address 传址(函式引数的传递方式)(非正式用语)传地址pass by reference 传址(函式引数的一种传递方式)传地址, 按引用传递pass by value 传值(函式引数的一种传递方式)按值传递pattern 范式、样式模式performance 效率、性能兼而有之性能persistence 永续性持久性pixel 图素、像素像素placement delete ref. C++ Primer 3/e, 15.8.2placement new ref. C++ Primer 3/e, 15.8.2platform 平台平台pointer 指标指针址位器(和址叁器reference 形成对映,满好)poll 轮询轮询polymorphism 多型多态pop up 冒起式、弹出式弹出式port 埠端口postfix 后置式、后序式后置式精品文库precedence 优先序(通常用於运算子的优先执行次序)prefix 前置式、前序式前置式preprocessor 前处理器预处理器prime 质数素数primitive type 基本型别(不同於base class,基础类别)print 列印打印printer 印表机打印机priority 优先权(通常用於执行绪获得CPU 时间的优先次序)procedure 程序过程procedural 程序性的、程序式的过程式的、过程化的process 行程进程profile 评测评测profiler 效能(效率)评测器效能(性能)评测器programmer 程式员程序员programming 编程、程式设计、程式化编程progress bar 进度指示器进度指示器project 专案项目、工程property 属性protocol 协定协议pseudo code 假码、虚拟码、伪码伪码qualified 经过资格修饰(例如加上scope 运算子)限定qualifier 资格修饰词、饰词限定修饰词quality 品质质量queue 伫列队列radian 径度弧度radio button 圆钮单选按钮raise 引发(常用来表示发出一个exception)引起、引发random number 随机数、乱数随机数range 范围、区间(用於STL 时)范围、区间rank 等级、分等(ref. C++Primer 3/e 9,15章)等级raw 生鲜的、未经处理的未经处理的record 记录记录recordset 记录集记录集recursive 递回递归re-direction 重导向重定向refactoring 重构、重整重构refer 取用叁考refer to 指向、指涉、指代reference (C++ 中类似指标的东西,相当於"化身")引用、叁考址叁器, see pointerregister 暂存器寄存器reflection 反射反射、映像relational database 关联式资料库关系数据库represent 表述,表现表述,表现精品文库resolve 决议(为算式中的符号名称寻找解析对应之宣告式的过程)resolution 决议程序、决议过程解析过程resolution 解析度分辨率restriction 局限return 传回、回返返回return type 回返型别返回类型return value 回返值返回值robust 强固、稳健健壮robustness 强固性、稳健性健壮性routine 常式例程runtime 执行期运行期、运行时common language runtime (CLR) 译为「通用语言执行层」rvalue 右值右值save 储存存储schedule 排程调度scheduler 排程器调度程序scheme 结构纲目、组织纲目scroll bar 卷轴滚动条scope 生存空间、生存范围、范畴、作用域生存空间scope operator 生存空间(范围决议)运算子:: 生存空间操作符scope resolution operator生存空间决议运算子生存空间解析操作符(与scope operator同)screen 萤幕屏幕search 搜寻查找semantics 语意语义sequential container 序列式容器顺序式容器(对应於associative container)server 伺服器、伺服端服务器、服务端serial 串行serialization 次第读写,序列化序列化(serialize)setter (相对於getter) 设值函式signal 信号signature 标记式、签名式、署名式签名slider 滚轴滑块slot 条孔、槽槽smart pointer 灵巧指标、精灵指标智能指针snapshot 萤幕快照(图)屏幕截图specialization 特殊化、特殊化定义、特殊化宣告特化specification 规格规格、规范splitter 分裂视窗切分窗口software 软体软件精品文库solution 解法,解决方案方案source 原始码源码、源代码stack 堆叠栈stack unwinding 堆叠辗转开解(此词用於exception 主题)栈辗转开解*standard library 标准程式库standard template library 标准模板程式库statement 述句语句、声明status bar 状态列、状态栏状态条STL 见standard template librarystream 资料流、串流流string 字串字符串subroutinesubscript operator 下标运算子[ ] 下标操作符subtype 子型别子类型support 支援支持suspend 虚悬挂起symbol 符号记号syntax 语法语法tag 标签标记索引标签,页签target 标的(例target pointer:标的指标)目标task switch 工作切换任务切换template 模板、范本模板template argument deduction模板引数推导模板叁数推导template explicit specialization模板显式特化(版本)模板显式特化template parameter 模板叁数模板叁数temporary object 暂时物件临时对象text 文字文本。

c++专业英语单词

c++专业英语单词

c++常用英语单词c++常用英语单词A抽象数据类型abstract data type 抽象abstraction累加accumulating 实际变元actual argument实际参数actual parameter 地址运算符address operator算法 algorithm 功能模型al model运算与逻辑单元ALU 分析 analysis应用软件application software 参数/变元argument算术运算符arithmetic operators 基类ase class汇编程序assembler 汇编语言assembler language赋值运算符assignment operator(s) 赋值语句assignment statement综合性associativity 原子数据类型atomic dataB备份件backup copies 大o表示法Big O notation测试的基本规则basic rule of testing 二分法查找 binary search位bit 函数体 boday引导boot 字节bytesC被调函数called 调用函数calling类型转换cast 字符值character s类class 类层次class hierarchy类的成员class members 类的作用范围class scope编写代码coding 注释comments编译型语言compiled language 编译程序compiler编译时错误compile-time error 复合语句compound statement计算机程序computer program 条件 condition控制单元 control unit 转换运算符conversion operator 构造函数costructor 记数countingD字段data field 数据文件data file数据隐藏data hiding 数据成员data member数据类型data type 声明部分declaration section 声明语句declaration statement 自减运算符decrement operator缺省复制构造函数default copy constructor 缺省构造函数default constructor函数定义 definition 定义语句definition statement 派生类derived class 桌面检查desk checking析构函数destructor 文档编写documentation双精度数double-precision number 动态绑定dynamic hinding动态模型dynamic modelE回显打印echo printing 封装encapsulation转义序列escape sequence 交换排序法exchange sort表达式expression 外部文件名external file name F假条件false condition 域宽操纵符field width manipulator文件访问file access 文件组织形式file organization 文件流 file stream 浮点数floating-point number 软盘floppy diskette 流程图flowchart形式变元formal argument 形式参数formal parameter友元函数friendG全局作用的范围global scope 全局变量global variableH硬盘hard disk 硬件hardware函数首部 header 头文件header file十六进制hexadecimal 高级语言high-level languageI标识符identifier 实现implement实现部分implementation section 自增运算符 increment operator下标index 下标变量indexed variable 间接寻址indirect addressing 无限循环infinite loop间接寻址运算符 indirection operator 继承性inheritance内联成员函数inline member 输入文件流 input file stream实例变量instance variables 解释型语言interpreted language解释程序interpreter 调用invocation整数值iteger 循环结构iteration输入/输出单元 I/O unitJ对齐justificatingK关键字段key field 关键字keywordL左值l 线形查找linear (sequential)search链表linked list 局部作用范围local scope局部变量local variable 逻辑错误logic error低级语言low-level languageM机器语言machine language 魔术数magic number操纵符manipulator 数学头文件mathematicallibrary成员函数 member s 成员式赋值memberwise assignment 内存堆栈memory stack 内存单元 memory unit微处理器microprocessor 混合表达式mixed-mode expression 助记符mnemonic 模型model模块module 取模运算符modulus operator 多重继承multiple inheritanceN已命名常数named constant 嵌套循环nested loop空字符null character 空语句null statementO面向对象的语言object-oriented language 对象object八进制octal 偏移量offset一维数组one-dimensional array 操作码opcode操作系统operating system 运算符函数operator输出文件流 output file stream 函数的重载 overloadingP参数parameter 值传递pass by引用传递pass by reference 指针pointer指针变量pointer variable 多态性polymorphism后判断循环posttest loop 优先级 preccedence先判断循环pretest loop 私有private面向过程的语言procedure-oriented language 汇编语言programming language程序设计progremming 提示prompt函数的原形 prototype 伪代码pseudocode程序验证与测试program verification and testing公有publicQ快速排序法quicksortR右值r 随机访问 random access记录recored 递归传递recursive细化refinement 循环结构repetition循环语句repetition statement 返回语句return statement运行时错误run-time errorS换算scaling 作用范围scope辅存secondary storage 选择结构selection选择排序法selection sort 标记sentinel顺序组织形式sepuential organization 顺序结构sequence简单继承simple inheritance 单维数组single-dimensional array软件software 软件工程software engineering软件开发过程software development procedure 软件维护software maintenance源代码soure code 源程序source program字符串变量sring variable 静态绑定static hiding静态类数据成员static class data member 存储类型storage class结构体structure 结构体成员structure member函数占位符stub 下标sub下标变量subed variable 语法syntax语法错误syntax error 符号常数symbolic constant 系统软件system softwareT函数模板 template 模板前缀template prefix测试testing U 文本文件text filethis指针this pointer 跟踪tracing类型转换type conversions 二维数组two-dimensional array 类型转换构造函数 type conversion constructor 二进制补码two’s complem entU联合体unionV变量variable 变量作用范围variable scope可变条件循环variable condition loop 二进制文件vinary file虚函数virtual整理BY manucjj发音:Pointers(指针)references(引用)casts(类型转换)arrays(数组)constructors(构造)abstraction抽象action行动action-oriented面向行动analysis分析ANSI/ISO standardC++标准C++arithmetic and logic unit(ALU)算术和逻辑单元arithmetic operators 算术操作符assenbly language汇编语言association关联associativity of operators地址操作符assignment operator赋值操作符attribute属性attributes of an object对象的属性behavior行为binary operator二元操作符C++ standard library C++标准库compile error 编译错误compiler编译器component组件date member 数据成员distributed computing 分布式计算editor编辑器encapsulation封装execution-time error执行期错误fatal error致命错误flow of control控制流程function函数identifier标识符information hiding信息隐藏inheritance继承instantiate实例化interface接口interpreter解释器linking连接logic error逻辑错误modeling建模multiple inheritance多重继承multiprogramming多路程序Object Management Group(OMG)对象管理组object-oriented analysis and design(OOAD)面向对象分析和设计operator associativity操作符的结合性precedence优先级preprocessor预处理器prompt提示pseudocode伪代码satement语句structured programming结构化编程syntax error语法错误Unified Modeling Language(UML)统一建模语言user-defined type 用户自定义类型variable变量名algorithm算法block代码块case label标签infinite loop无限循环delay loop延迟循环parameterized stream manipulator参数化流操纵元syntax error语法错误composition合成Object Constraint Language(OCL)对象限制语言argument in a function call函数调用中的参数automatic storage class自动存储类call-by-reference按引用调用coercion of arguments强制类型转换dangling reference悬挂引用enumeration枚举access function访问函数class scope类作用域constructor构造函数destructor析构函数global object全局对象header file头文件interface to a class类的接口proxy class代理类rapid applications development(RAD)快速应用程序开发source-code file源代码文件handle句柄abstract data type(ADT)抽象数据类型first-in-first-out(FIFO)先进先出iterator迭代器member access specifiers成员访问说明符pop(stack operation)弹出(堆栈操作)forward declaration 提前声明1.int:integer,整数2.const:constant,变量3.Variable:变量4.IDE:集成开发环境5.Visual C : 微软雄司开发的C言语C集成开发环境软件6.Turbo C: Borland雄司开发的c编译器7.GCC:Linux下的c编译器8.C Builder: Borland雄司开发的c言语IDEpile:编译piler:编译器11.float:浮点数,实数12.double:双精度浮点数,实数13.debug:调试14.Dennis Ritchie: C言语的创造者15.Bjarne Stroustrup : C言语的创造者17.The C Programming Language: Dennis Ritchie写的C编程言语,C言语圣经17.the C Programming Language: Bjarne Stroustrup 写的c编程言语,c 圣经19.ANSI C: C言语国际准则,也称为ISO C 20. AT T: 美国电报德律风雄司21.Bell Labs: 贝尔实验室,c和C 的创造地,隶属于AT T22.Array:数组23.MSDN:微软开发者网络24.MSDN Libaray: 微软开发者技术库25.MFC:微软基础类26.Visual Studio:微软开发的编程IDE,包括VC,VB,VC井等组件27.Bite:字节,存储容量单位28.KB:千字节29.MB:兆字节30.file:文件31.IO:输进输出(input,output) 32.class:类33.object:东西33.loop:循环体34.operator:运算符35.function:函数36.macro:宏3 7.define:界说38.Microsoft:美国微软雄司39.Windows:微软开发的看窗作零碎,用C言语编写40.math:数学41. .c:C源代文件的后缀名42. .h:头文件的后缀名33. .cpp :c加加源代文件后缀名34 :包括35. breakpoint:断点。

电子竞技赛事介绍

电子竞技赛事介绍

电子竞技赛事介绍电子竞技(eSports)是指利用电子游戏作为竞技项目进行的竞赛活动。

随着计算机和互联网技术的快速发展,电子竞技正逐渐崭露头角,成为一项受到广大玩家和观众热爱的竞技运动。

本文将向大家介绍一些知名的电子竞技赛事。

一、DOTA2国际邀请赛DOTA2国际邀请赛是由Valve公司主办的著名电子竞技赛事之一。

该赛事自2011年开始举办,吸引了来自全球各地的顶尖战队参赛。

比赛采用《英雄联盟》(League of Legends)为基础的MOBA(多人在线战术竞技游戏)模式,是电竞界备受瞩目的顶级赛事之一。

二、英雄联盟全球总决赛英雄联盟全球总决赛是由Riot Games公司主办的顶级赛事,吸引了来自全球各个地区的优秀战队角逐。

该赛事的规模和影响力都非常庞大,每年吸引着数以百万计的观众在线观看。

全球总决赛的冠军将获得一笔丰厚的奖金,并获得电竞界的巨大荣誉。

三、CS:GO全球总决赛CS:GO全球总决赛是由Valve公司主办的一项世界级电子竞技赛事。

该赛事以《反恐精英:全球攻势》(Counter-Strike: Global Offensive)为竞技项目,旨在比拼选手在射击游戏中的实力。

赛事集结了最强大的战队,为电竞爱好者呈现了一场精彩绝伦的枪战盛宴。

四、王者荣耀全球总决赛作为中国最火的手机游戏之一,《王者荣耀》在电子竞技界也广受关注。

每年,王者荣耀都会举办全球总决赛,吸引来自世界各地的顶级战队参赛。

这项赛事为电竞爱好者们提供了观看职业选手展现技巧与策略的机会。

五、星际争霸II世界锦标赛星际争霸II世界锦标赛是由暴雪娱乐主办的电子竞技赛事。

这款即时战略游戏具有极高的竞技性,其世界锦标赛吸引了众多职业选手以及观众的热情参与。

选手们在比赛中展现他们的操作和策略能力,为观众带来了无尽的惊喜。

总结:电子竞技比赛多种多样,受到了全球范围内的广泛关注。

随着电子游戏行业的不断发展,电竞赛事也将继续繁荣壮大。

通过这些赛事,选手们可以展示他们在游戏中的实力和技能,同时也为观众带来了无尽的欢乐和刺激。

腾讯对话机器人

腾讯对话机器人

Knowledge
Understanding
Generation
Planning
• Structured • Unstructured • Real world
• Annotation • Semantics • Matching
2
User Interests
• Predefined ontology • Automatically extracted tags • User behavior based user interests • …
Technology
Recommendation system
News characteris2cs
Environmental characteris2cs
User characteris2cs
Context characteris2cs
Ar$cle score Score(u,d)=f(class,topic,tag,2me,…)
Linear Model
Shallow CNN of (J&Z 15)
Deep Pyramid CNN (J&Z 17)
2
Example: Tencent Verticle Search Applications
Internet
Mobile
Science
Jack Ma
Robin Li
iPhone
NASA
Basketball
Kobe
Lakers
User
Classification + tag
Sport

编程术语英汉对照词典

编程术语英汉对照词典

English Chinese partial specialization部分特化setter予值函数superscript operator上标操作符 unified modeling language 统一建模语言 assertion断言underflow下限溢出 A.I.人工智能 abstract抽象的 abstraction抽象性 access存取 access function存取函数 access level存取级别 activate激活 active作用中的 adapter适配器 address地址 address space地址空间 aggregation聚合 algorithm演算法 allocate分配 allocator分配器 application应用程序 application framework应用程序框架 architecture架构 argument引数 array阵列/数组 assembly装配件 assembly language汇编语言 assert断言 assign指派/赋值 assignment指派/赋值 associated相关的 associative container关联式容器 attribute属性 audio音频 background背景 backward compatible向下兼容 bandwidth带宽 base class基础类别 base type基础类型 batch批处理 benefit收益 best viable function最佳可行函式 binary function二元函数 binary operator二元操作符 binary search二分查找 binary tree二叉树 binding绑定 bit位 bit field位域 bitmap位图 bitwise逐位地 bitwise copy逐位复制 block语句块 boolean布尔值 border边框 brace(curly brace)大括号 bracket(square brakcet)中括号 breakpoint断点 build建置 build-in内建 bus总线 business业务 buttons按钮 byte字节 cache高速缓存 call调用 callback回调 candidate function候选函数 chain链 character字符 check box复选框 class类别 class body类体 class declaration类声明 class definition类定义 class derivation list类继承列表 class head类头 class hierarchy类层次体系 class library类库 class template类模板类模板部分特化 class template partial specializations class template specializations类模板特化 cleanup清除 client客户 client-server客户服务器 clipboard剪贴板 clone克隆 collection集合 combo box组合框 command line命令行 common language runtime通用语言执行层 communication通讯 compatible兼容 compile time编译期 compiler编译器 component组件 composition组合 computer电脑 concept概念 concrete实在的 concurrent并发 configuration配置 connection连接 console控制台 constant常数 constraint约束 construct构建 constructor(ctor)构造函数 container容器 context背景/环境/上下文 control控件 copy (n)副本 copy (v)拷贝 cover涵盖 create创建 creation创建 cursor光标 custom定制 data数据 data member数据成员 data structure数据结构 database数据库 database schema数据库结构纲目 datagram数据报文 dead lock死结 debug调试 debugger调试器 declaration声明 deduction推断 default缺省值/默认值 defer延缓 define定义 delegate委派 delegation委派 demarshal反编列 demarshal反编列 dereference解参考 derived class派生类 design by contract合同式设计 design pattern设计样式 destroy销毁 destructor析构函数 device设备/装置 dialog对话框 directive指示符 directory目录 disk碟/盘 dispatch分派 distributed computing分布式计算 document文档 dot operator dot点操作符 driver驱动程序 dynamic binding动态绑定 efficiency效率 efficient高效 encapsulation封装 enclosing class外围类 end user终端用户 entity实体 enumeration枚举 enumerators枚举器 equal相等 equality相等性 equality operator等号操作符 equivalence等价性 equivalent等价 escape code转义码 evaluate评估 event事件 event driven事件驱动的 exception异常 exception declaration异常声明 exception handling异常处理 exception specification异常规范 exit推出 explicit显式 export导出 expression表达式 facility设备 feature特性 field值域 file文件 firmware固件 flag标记 flash memory闪存 flexibility灵活性 flush刷新 font字体 form窗体 formal parameter形式参数 forward declaration前置声明 forwarding转发 forwarding function转发函数 fractal分形 framework框架 full specialization全特化 function函数 function object函数对象 function overloaded resolution函数过载解决方案 function template函数模板 functionality函数性 functor函子 game游戏 generate生成 generic泛化的 generic algorithm通用算法 getter取值函数 global全局的 global object全局对象 global scope resolution operator全局范围解析操作符 group群组 group box分组框 guard clause卫语句 GUI图形界面 hand shaking握手协商 handle句柄 handler处理函数 hard disk硬盘 hard-coded硬编码的 hard-copy硬拷图/截屏图 hardware硬件 hash table散列表 header file头文件 heap堆 hierarchy层级 hook挂钩 hyperlink超链接 icon图标 IDE集成开发环境 identifier标识符 if and only if当且仅当 Illinois伊利诺伊 image图像 immediate base直接上层 immediate derived直接下层 immutability不变性 immutable不可变的 implement实现 implementation实现 implicit隐式 import导入 increment operator增加操作符 infinite loop无限循环 infinite recursive无限递归 information信息 infrastructure基础设施 inheritance继承 initialization初始化 initialization list初始化列表 initialize初始化 inline内联 inline expansion内联展开 inner class内嵌类 instance实例 instantiated实例化 instantiation例示 integer整数 integrate集成/整合 interacts交互 interface界面/接口 interpreter解释器 invariants约束条件/恒常性 invoke调用 iterate迭代 laser激光 level层级 library函数库 lifetime寿命 link链接 linker连接器 list链表 list box列表框 literal constant字面常数 load装载 loader装载器 local局部的 local object局部对象 lock机锁 loop循环/圈带 lvalue左值 macro宏/巨 magic number魔法数 maintain维护 manipulator操纵器 marshal编列 mechanism机制 member成员 member access operator成员存取操作符 member function成员函数 member initialization list成员初始化列表 memberwise成员逐一 memberwise copy成员逐一复制 memory内存 menu菜单 message消息 message based基于信息的 message loop信息环 method方法 micro微 middleware中间件 modeling模塑 modeling language建模语言 modem调制解调器 modifier修饰符 module模块 most derived class最底层的派生类 mouse鼠标 multi-tasking多任务 mutable可变的 namespace命名空间 native固有的 nested class嵌套类 network网络 network card网卡 object对象 object based基于对象的 object file目标文件 object model对象模型 object oriented面向对象的 online在线 opaque不透明的 operand操作数 operating system操作系统 operation操作 operator运算子 operator操作符 option选项 ordinary常规的 overflow上限溢出 overhead额外开销 overload过载 overloaded function过载函数 overloaded operator过载操作符 overloaded set过载集合 override覆写/重新定义 package包 pair对组 palette工具箱 pane窗格 parallel平行 parameter参数 parameter list参数列 parent class父类 parentheses小括号 parse解析 part零件 pass by address按地址传递 pass by reference按引用传递 pass by value按数值传递 pattern样式 performance性能 persistence持续性 pixel像素 platform平台 pointer指针 poll轮询 polymorphism多态 pop up弹出式 port端口 postfix后置式 precedence优先序 prefix前置式 preprocessor预处理器 prime质数 primitive type基本型别 print打印 printer打印机 priority优先权 procedural过程化 procedure过程 process进程 profile评测 profiler评测器 programmer程序员 programming编程 progress bar进度条 project项目 property属性 protocol协议 pseudo code伪码 qualified限定修饰的 qualifier限定修饰词 quality质量 queue队列 radian弧度 radio button单选按钮 raise引发 random number随机数 range区间 rank等级 raw未经处理的 record记录 recordset记录集 recursive递归 re-direction重定向 refactoring重构 refer参考 refer to指代 reference参考 reflection映像 register寄存器 relational database关联数据库 represent表现 resolution决议程序/解析过程 resolution分辨率 resolve决议/解析 restriction局限 return返回 return type返回类型 return value返回值 robust健壮的 robustness健壮性 routine例程 runtime执行期 rvalue右值 save存储 schedule调度 scheduler调度程序 scheme组织纲目 scope生存空间 scope operator生存空间操作符 scope resolution operator生存空间解析操作符 screen屏幕 scroll bar滚动条 search查找 semantics语意顺序式容器 sequential container 序列式容器顺序式容器 serial串行 serialization序列化 server服务器 setter设值函数 signal信号 signature签名 slider滑块 slot槽 smart pointer智能指针 snapshot屏幕截图 software软件 solution方案 source源代码 specialization特殊化 specification规范 splitter切分窗口 stack堆叠/栈 stack unwinding栈辗转开解 standard library标准程序库 standard template library标准模板程序库 statement声明 status bar状态栏 stream流 string字符串 subroutine子程序 subscript operator下标操作符 subtype子类型 support支持 suspend挂起 symbol记号 syntax语法 tag标签 target目标 task switch任务切换 template模板 template argument deduction模板参数推导 template explicit specialization模板显式特化 template parameter模板参数 temporary object临时对象 text文本 text file文本文件 thread线程 thread safe线程安全 throw引发 token标记 transaction事务 transparent通透的/透明的 traverse遍历 trigger触发 type类型 UML统一建模语言 unary function一元函数 unary operator一元操作符 unchecked exception不可控异常 unqualified未经资格修饰的 user用户 user interface用户界面 variable变量 vector矢量 viable可行的 viable function可行函数 video视频 view视图 view映件 virtual function虚拟函数 virtual machine虚拟机 virtual memory虚拟内存 volatile 易挥发的、易变的易变的 vowel原音的 window窗口 window function窗口函数 window procedure窗口过程 word单词 word processor单词处理器 wrapper包装。

网游英语怎么说

网游英语怎么说

网游英语怎么说网络游戏,又称“在线游戏”,简称“网游”。

指以互联网为传输媒介,以游戏运营商服务器和用户计算机为处理终端,以游戏客户端软件为信息交互窗口的旨在实现娱乐、休闲、交流和取得虚拟成就的具有可持续性的个体性多人在线游戏。

那么你知道网游用英语怎么说吗?下面来学习一下吧。

网游的英语说法1:online game网游的英语说法2:web game网游的相关短语:网游世界Online Game网游广告IGAD电玩网游Electronic Games神话网游THEOS OL网游社区Fos网游加密StarForce MMOG教育网游educational game online军事网游Military Web Games网游的英语例句:1. In particular, low - cost online games in the industry estimate that more so.特别是以廉价著称的网游行业估计更是如此.2. Current entitiesactual. Address the going concern on its on - going fast development.现在进行时&ndash;分析网游产业的现有优势与问题,探讨其持续高速发展的可能性,并适当结合典型企业的实例.3. How can the network was the envy of all top - level equipment?在网游中如何才能获得人人羡慕的顶级装备?4. Industry to gather strength, to make contributions for online games.能够聚集行业力量, 为网游做贡献.5. It is recursive portal, be still transition swims for the net company?是回归门户, 还是转型为网游公司?6. Play online games frequently out garbled Korea, himself wrote a months use.玩韩国网游经常出乱码, 自己写了个翻译工具用.7. It requires very experienced online games with the joint enterprise.它需要极富经验的网游企业与之联手.8. Teng also interact naturally divided into the domestic network sci - fi originator.纷腾互动也自然而然的成为了国内科幻网游鼻祖.9. At the same time, Russia&#39;s future development focus will shift online games.同时, 俄罗斯的未来发展重心将向网游转移.10. He discloses, the gain of company future swims stake net.他透露, 公司未来的盈利将押宝网游.11. Swim in numerous net in, which ability is Chinese player love most?在众多的网游中, 哪一个才是中国玩家的最爱?12. As I look at him playing, unwittingly into a new era - online.就在我看他玩的时候, 不知不觉进去了一个全新的时代;; 网游.13. They about downloading music, playing online games and engaging in social networking.他们热衷于下载音乐、玩网游和建立网络社交关系.14. Swim through dedicated network grandly of content run, successive development is platform.盛大通过专注网游内容的运作, 循序渐进发展为平台.15. Encourage the child to play a net to swim,appropriate?鼓励孩子玩网游, 是否合适?。

介绍游戏超凡先锋英语作文

介绍游戏超凡先锋英语作文

介绍游戏超凡先锋英语作文Overwatch is a team-based multiplayer first-person shooter game developed and published by Blizzard Entertainment. It was released in May 2016 for Microsoft Windows, PlayStation 4, and Xbox One. The game features a diverse cast of characters, each with their own unique abilities and playstyles, and is set in a futuristic world where teams of heroes battle for control of key objectives.One of the key features of Overwatch is its emphasis on teamwork and cooperation. Players must work together to achieve their objectives, whether it's capturing a point, escorting a payload, or defending against enemy attacks. Each character has their own strengths and weaknesses, and it's important for players to communicate and coordinate their actions in order to be successful.Another aspect of Overwatch that sets it apart from other first-person shooters is its emphasis on strategy and tactics. Each character has a specific role to play on theteam, whether it's providing support, dealing damage, or tanking enemy attacks. Players must choose their characters carefully and adapt their strategies to the changing dynamics of the game in order to be successful.In addition to its gameplay, Overwatch is also knownfor its diverse cast of characters and its rich lore. The game features characters from all over the world, each with their own unique backstory and motivations. This has helped to make Overwatch a truly global phenomenon, with a large and dedicated fanbase from all over the world.Overall, Overwatch is a game that has captured the hearts and minds of players all over the world. Its emphasis on teamwork, strategy, and diverse cast of characters has helped to make it one of the most popular and enduring games in the world of esports. Whether you're a casual player or a dedicated competitor, there's something for everyone to love about Overwatch.。

关于介绍中国游戏的作文英语

关于介绍中国游戏的作文英语

关于介绍中国游戏的作文英语China's Gaming Industry: A Fascinating ExplorationChina's gaming industry has been rapidly evolving and expanding, captivating the attention of gamers and industry enthusiasts worldwide. As one of the largest and most dynamic gaming markets globally, China's influence on the industry is undeniable. From the rise of mobile gaming to the emergence of innovative game development studios, the Chinese gaming landscape offers a rich tapestry of experiences and insights.At the forefront of this vibrant industry is the remarkable growth of mobile gaming. China has witnessed a surge in smartphone ownership, coupled with the proliferation of high-speed internet access, which has fueled the meteoric rise of mobile gaming. Titles such as Honor of Kings, a multiplayer online battle arena (MOBA) game developed by Tencent, have become global phenomenons, boasting millions of active users. The accessibility and convenience of mobile gaming have made it a dominant force, catering to the diverse preferences of Chinese gamers.Alongside the mobile gaming revolution, China has also fostered athriving ecosystem of game development studios. Companies like Tencent, NetEase, and miHoYo have emerged as powerhouses, creating some of the most innovative and visually stunning games in the industry. These studios have not only captivated domestic audiences but have also gained significant traction in the global market. Games like Genshin Impact, developed by miHoYo, have garnered worldwide acclaim for their immersive open-world experiences and stunning graphics.One of the unique aspects of the Chinese gaming industry is the strong emphasis on community and social interaction. Many popular games in China incorporate features that encourage players to engage with one another, fostering a sense of belonging and camaraderie. This social aspect is particularly evident in the rise of live-streaming platforms, where gamers can interact with their favorite streamers and fellow enthusiasts in real-time. Platforms like Douyu and Huya have become hubs for gaming communities, allowing players to share their experiences, strategies, and even form virtual friendships.The Chinese gaming industry has also demonstrated a remarkable adaptability to emerging trends and technologies. The rapid adoption of cloud gaming, for instance, has opened new avenues for game distribution and accessibility. Companies like Tencent and Alibaba have invested heavily in cloud gaming infrastructure,enabling players to access a vast library of games without the need for powerful hardware. This shift towards cloud-based gaming has the potential to revolutionize the industry, making high-quality gaming experiences more accessible to a wider audience.Moreover, the Chinese gaming industry has played a significant role in shaping global trends and influencing the broader gaming landscape. The popularity of battle royale games, for instance, can be partly attributed to the success of PlayerUnknown's Battlegrounds (PUBG), a game that gained massive popularity in China before becoming a global phenomenon. Similarly, the rise of gacha-style monetization models, where players can acquire virtual items through random draws, has been heavily influenced by the success of such systems in Chinese games.However, the Chinese gaming industry has also faced its share of challenges and regulatory scrutiny. The government has implemented measures to address concerns regarding gaming addiction, particularly among younger players. This has led to the introduction of playtime restrictions and age-appropriate content guidelines, which have prompted game developers to adapt their strategies to comply with these regulations.Despite these challenges, the Chinese gaming industry remains a vibrant and dynamic ecosystem, constantly evolving and pushing theboundaries of innovation. As the world's largest gaming market, China's influence on the global gaming landscape is undeniable. From the rise of mobile gaming to the emergence of cutting-edge game development studios, the Chinese gaming industry continues to captivate and inspire gamers and industry professionals alike.。

游戏的发展史英文作文

游戏的发展史英文作文

游戏的发展史英文作文The history of game development can be traced back to the early days of computer programming. Programmers and enthusiasts would create simple text-based games as a way to explore the capabilities of the new technology.As technology advanced, game developers began to experiment with graphics and sound, leading to the creation of more complex and immersive games. This era saw the rise of classic arcade games like Pac-Man and Space Invaders, which captured the imagination of a generation.The advent of home gaming consoles like the Atari 2600 and the Nintendo Entertainment System brought gaming into the living room, making it a mainstream form of entertainment. This era also saw the birth of iconic game franchises like Super Mario and The Legend of Zelda.The rise of personal computers and the internet in the 1990s opened up new possibilities for game development.Online multiplayer games like Ultima Online and EverQuest allowed players to connect with others from around the world, paving the way for the massive multiplayer online role-playing games (MMORPGs) of today.The 21st century has seen an explosion of indie game development, with small teams and individual developers creating innovative and experimental games. The rise of mobile gaming has also brought games to a wider audience, with casual games like Angry Birds and Candy Crush Saga becoming global phenomena.The future of game development looks bright, with advancements in virtual reality and augmented reality technology promising to create even more immersive gaming experiences. As technology continues to evolve, so too will the art and science of game development, ensuring that there will always be new and exciting games to play.。

关于游戏在世界传播的英语作文

关于游戏在世界传播的英语作文

关于游戏在世界传播的英语作文Gamers of the world, unite! The global phenomenon of gaming has transcended borders and languages, becoming a universal language that speaks to the heart of millions. From the pixelated beginnings to the high-definition graphics of today, games have evolved into a powerful medium that not only entertains but also educates, connects, and inspires.The digital playground is vast, with titles ranging from the strategic complexities of "Chess" to the adrenaline-pumping "Call of Duty" series. Games are no longer just for children; they are a cultural cornerstone that has found a place in the lives of all ages. They have become a platform for storytelling, with narratives that rival those of the best novels and films.The spread of gaming is a testament to its universal appeal. It's a medium that thrives on creativity and innovation, and its growth has been fueled by the internet, which has allowed developers to reach a global audience with just a click. Online gaming has also revolutionized the way we socialize, creating virtual communities where players from different continents can collaborate and compete.Moreover, gaming has become a significant part of the economy, with esports emerging as a professional sport. Tournaments like "The International" for "Dota 2" and "League of Legends" championships draw in millions of viewers andoffer prize pools that rival traditional sports events.However, the gaming world also faces challenges. Issues of addiction, the impact of violent content, and the need for better representation and inclusivity are ongoing conversations within the community. The industry is also grappling with the environmental impact of gaming, as the energy consumption of gaming hardware and servers continues to rise.In conclusion, the journey of gaming from a niche pastime to a global sensation is a story of human ingenuity and our innate desire for interactive entertainment. As we look to the future, the potential for games to shape culture, foster global understanding, and even address societal issues is immense. The world of gaming is not just an escape; it's a reflection of our hopes, dreams, and the collective spirit of our times.。

grep用法

grep用法

grep用法grep是一款非常有用的文本搜索工具,它的本意是“global regular expression print”的简写,可以在文件中搜索查找,并将匹配的内容输出到标准输出中。

grep用法十分简单:grep [选项] [模式] [文件],它可以使用正则表达式作为模式匹配文件中的内容,所以它在文本搜索中非常有用。

grep具有一系列可用的选项,如使用--color来高亮匹配的内容,使用--ignore-case来忽略大小写,使用--recursive来递归搜索子目录,使用-v选项来查找不匹配模式的行,还可以使用-n来显示行号等。

此外,grep也支持多选项的组合,比如想同时忽略大小写并高亮,可以使用grep --ignore-case --color 等。

在实际使用中,可以使用cat等命令将文件内容重定向到grep,如cat myfile | grep pattern来查找myfile文件中的含有pattern的行,或者使用find等命令结合起来来搜索多个文件,如find . -name “*.log” | xargs grep pattern来在当前目录下的所有后缀名为.log的文件中查找含有pattern的行,当然,grep也可以跟管道结合使用,为复杂查询等提供了可能性。

最后,在Linux中,grep也可以使用简写形式rgrep来进行搜索,要使用此简写,需要在~/.bashrc中添加alias rgrep='grep -r',这样以后每次使用grep -r都可以使用rgrep来替代,大大提升了工作效率。

总之,grep是一款非常有用的文本搜索工具,它的出现大大方便了日常的文件操作,在Linux系统中,grep也是无处不在的,快速高效的搜索是它的强项,功能强大,可以说是每台Linux服务器必备的实用技能之一。

全球多分辨率六边形网格剖分及地址编码规则

全球多分辨率六边形网格剖分及地址编码规则
若将不同层次上的编码隶属图形拼接可以清晰地看到六边形和梯形随着网格层次的深入被无限递归性分解中心处的六边形可以分解为梯形1个菱形和1个三角形图10球面h4i23网格的地址编码空间由于球的特殊拓扑特性使得六边形网格无法完全覆盖球体表面在采用二十面体作为剖分基础时其十二个顶点上必然会出现五边形对照这个规律发现所有三角面的角点正好是球体上出现五边形的位置图3采用中心部分和角点分开编码的方式避免了一套编码体系要同时处理五边形和六边形的问题降低了编码的复杂度
Abstract : Firstly , t he paper introduces t he application requirement of Global Grid System , discusses t he basic ele2 ment of regular polyhedron subdivision. On t he basis of t hem , t he new designing steps and creating algorit hm of storing2convenient , multi2resolution level index , potential management in icosahedrons dividing , hexagon unit global grid system are proposed. Then , shortcomings of existing hexagonal index mechanism are analyzed and a new com2 posing means is developed for spherical hierarchical structure , on t hose bases , an address coding means of spherical hierarchical structure is designed , we succeeded constructing t he grid coding space , discussing conversion problem from geodetic coordinates system to grid coding , proposing and realizing conversion algorit hm based on hierarchical recursive discrete grid coordinate system , t he veracity and reliability of computation can be assured. This structure can express and process multi2resolution global grid spatial data seamlessly. Key words : Global Grid System ; resolution ; coding space ; hierarchical structure

短语互译

短语互译

1.Class shift2.Contextual consistency3.Skopos theory4.自然性5.语内翻译6.Recursive function7.Global Environmental Facility8.文化事业9.全民健身10.放宽市场准入11.促进生态修复12.古为今用13.商标法14.一次性生活补贴15.基层锻炼16.QE317.独立自主和平的外交政策18.中等收入陷阱19.纳米技术20.小康社会21.Eutrophication22.Wind turbine23.Temperature ecosystem24.depleted nuclear fuel25.genome26.discount market27.LDC/LCD/LED28.页岩气29.居家养老30.本币互换协议31.自主知识产权32.存款准备金33.文化逆差34.光伏电池35.装机容量36.NPT37.VAT38.Strait Exchange Foundation39.Equalitarianism40.returns on equity41.dollar policy42.磁悬浮列车43.工笔画44.公积金45.资治通鉴46.制海权47.探月工程48.自主招生49.MLAieu therapy51.concerto52.naturist53.钓鱼岛及其附属岛屿54.跨越式发展55.非处方药56.业内拆借57.可再生能源58.DUI59.Corporal punishment60.Lifting of embargo61.Panic buying62.Standby time63.Collect call64.城镇居民人均可支配收入65.虚拟市场66.全球首映67.SAARC68.P5 plus 169.CO2 equivalent70.mandatory evacuation71.CDM72.亚欧首脑会议73.海上风能74.反补贴75.上海期货交易所76.车载信息系统77.伦敦金融城78.文心雕龙79.贫富不均80.公益事业81.销售旺季82.互惠互利83.民族复兴84.实干兴邦85.Fingerprint identification86.The doctrine of the Golden Mean87.The re-education through labor system88.航空母舰89.不良资产90.Expropriation91.Negotiable instrument92.Counter trade93.ITC94.MERCOSUR95.GSP96.绩效评估97.Cyber sickness98.三农问题99.公租房100.行政问责101.PLO102.OECD103.NASDAQ104.乾清宫105.民生问题106.Accreditation107.CRH108.Overdraft109.after service110.法人代表111.国有资产流失112.人民币升值压力113.信用评级114.COD115.funded debt116.cash crops117.port dues118.grain reserve119.对口支援120.资产负债表CG122.TPP123.NMD124.国务院侨务办公室125.国家烟草专卖局126.国家宗教事务局127.西方七国首脑会议128.差额选举129.十面埋伏130.资源节约型,环境友好型131.Software wizard132.Economy class 133.Prize fellow134.A wet hen135.Release a poll136.食用方法137.水货138.靶心139.人肉搜索140.Oval office141.The crime of dereliction of duty 142.Local people’s procuratorate 143.居留权144.拆迁户145.中国革命历史博物馆146.中国科学院147.白手起家148.爱国统一战线149.Meritocracy150.Knockoff151.Austerity budget152.Rubber check153.鼓励奖154.申索人155.eurobond market156.CRS157.European commission158.信息化战争159.WMO160.人口红利。

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RECURSIVE GLOBAL GAMES∗Chryssi Giannitsarou†Flavio Toxv aerd‡June11,2003Abstract.The present paper contributes to literature of dynamic games with strategic complementarities,in two interrelated ways.First,it identifies a class of fullydynamic games in which,under the assumption of complete information,contempora-neous and intertemporal complementarities and multiple equilibria can be fruitfully an-alyzed.Second,it extends the analysis to an incomplete information framework,whereresults from the literature on global games can be applied to identify a unique equilib-rium.1.IntroductionOver the last decade,it has been widely recognized that complementarities may be at the heart of a satisfactory explanation of why there are large shifts andfluctuations in economic activity.A variety of specific channels,such as search externalities,thick market externalities and increasing returns to scale in specific activities or sectors,yield a tendency to cluster and agglomerate.Models with multiple equilibria have been offered as descriptions of how such shifts may come about,arguing e.g.that when an economy slides into recession,it is nothing but a transition to a low activity equilibrium.While these types of explanations clearly have merit,they leave important issues unexplained.In particular,they are silent about the important question of how these equilibria are reached,and why there are shifts between them.1Partly as a response to this type of reservations about multiple equilibrium explanations,recent years have seen an increasing interest in equilibrium selection in games with strategic complementarities.Building on insights from Carlsson and van Damme(1993), a fast-growing literature has evolved in which several coordination games have been analyzed within the so-called global games framework.2The powerful results of the global games literature has allowed applied modelers to pin down equilibria in games that notoriously have very rich equilibrium sets,and extending the success to dynamic settings is now an active researchfield.The present paper contributes to literature of dynamic games with strategic comple-mentarities,in two interrelated ways.First,it identifies a class of fully dynamic games in ∗We wish to thank Jonathan Levin,David Frankel and Sergiu Hart,participants at the2003Winter Meetings of the Econometric Society,Washington,D.C.,and the Theory Seminar at the Hebrew University of Jerusalem for comments on this work.†Universidade Nova de Lisboa,Faculdade de Economia.E-mail:cgiannitsarou@fe.unl.pt.Web: http://www.fe.unl.pt/~chryssi‡Hebrew University of Jerusalem,Department of Economics,and Center for Rationality and Interactive Decision Theory.E-mail:ftoxvaerd@fe.unl.pt.Web:/ftoxvaerd.1An exponent of this critique is Durlauf(1991)who states succinctly(but harshly)that‘Most of these models describe multiple steady states in economies rather than multiple non-degenerate time-series paths, and consequently cannot address issues of aggregatefluctuations.Further,this literature has not shown how economies can shift across equilibria,inducing periods of boom and depression.’2See Morris and Shin(2002)for a survey of the literature and its relation to other strands of research.12Giannitsarou and Toxv aerdwhich,under the assumption of complete information,contemporaneous and intertemporal complementarities and multiple equilibria can be fruitfully analyzed.Second,it extends the analysis to an incomplete information framework,where results from the literature on global games can be applied to identify a unique equilibrium.The analysis is carried out based on a model in which a continuum of players choose actions simultaneously over afinite number of periods.We show that under certain assumptions on payofffunctions and the evolution of the stochastic variable,expected(current and future)payoffs are characterized by strategic complementarities.This approach allows us invoke the technology of the static global games literature to each stage of the dynamic game.It has the advantage that the relation to the static global games methodology become very transparent.The class of games we analyze are characterized by two distinct types of complementari-ties,contemporaneous and intertemporal.Higher actions of other players make higher action for the remaining player more desirable.Furthermore,intertemporal complementarities are achieved by the introduction of state variables,one characterizing the players idiosyncrati-cally and one characterizing a quantity common to all players.Assuming complementarities between these state variables and assuming that the transitions of these are monotone in players’actions and aggregate play,we show that these intertemporal links reinforce the contemporaneous complementarities.It is worth noting that while most models of dynamic complementarities circumvent the dynamic nature of the problem by assuming myopic behav-ior,we explicitly deal with the problem of how actions at both the individual and aggregate level influence the future evolution of aggregate and individual play.A notable feature of the model is that it can capture two polar cases of strategic complementarities(as well as hybrid cases in between).At one extreme is an economy in which complementarities are direct and contemporaneous,for e.g.through a product market,but where there are no in-tertemporal links.At the other extreme,firms do not interact directly within any period,and complementarities are purely intertemporal,working through lags of state variables.These two types of complementarities are interesting because they can produce multiple equilibria. Furthermore,contemporaneous complementarities can magnify shocks to the economy while intertemporal complementarities can propagate them.Specifically,within an infinite horizon version of the model,we show a momentum theorem which implies that at under certain conditions,growth in the economy can be self-sustaining,making future growth more likely. After an unexpectedly low realization of the economic shocks,this momentum is broken, and the economy may shift to a path with self-enforcing decline.Thus the model predicts paths of the economy where growth is followed by decline and so on,even when shocks to the underlying economy are small in magnitude.As noted above,strategic complementarities can create multiple equilibria,even in static settings.Not surprisingly,dynamics do nothing but add to this multiplicity.If one assumes, as we do in our model,that a player’s action in any given period influences this player’s future prospects in a non-trivial way,multiplicity of equilibria may be increased because optimal play in a given period will depend on future play.Thus multiplicity in future stages of the game may create multiplicity now if there is not consensus about which equilibrium will be played in the future.To address this problem,we extend results from the literature on global games andfind conditions under which there is a unique Markov perfect Bayesian equilibrium.We do this by employing a specific,but reasonable,information technology.InRecursive Global Games3 particular,we assume that common knowledge of fundamentals occurs only with a lag,and that in each period there is asymmetric information on the current realization.3 Our paper relates closely to two strands of literature.First,the basic model of complete information in which complementarities are analyzed shares features with an existing litera-ture on supermodular games.Most closely related is work by Curtat(1996)which considers stochastic games with strategic complementarities.In his setup,there are afinite set of play-ers who can influence the evolution of a state variable probabilistically.In contrast,we will work within a continuum player setup,and thus our result do not follow from his analysis. Moreover,our analysis has similarities with the work of Milgrom,Qian and Roberts(1991). They consider an up-stream down-stream model in which knowledge in the two industries is accumulated over time,and where actions in each period are complementary with the state of knowledge.They prove a momentum theorem which shows that when knowledge accumu-lation is increasing in actions,and actions are complementary with the state of knowledge, the system may enter a self-enforcing dynamic path where actions and knowledge increase over time.Second,the analysis of the model of incomplete information is directly related to the literature of dynamic global games.Four somewhat different approaches to dynamic‘global’equilibrium selection have previously been developed.Thefirst,exemplified by the work of Burdzy,Frankel and Pauzner(2001)is to consider players that are randomly matched over a sequence of periods to play a2×2coordination game,but where the payoffmatrix is parametrized by a stochastically evolving economic fundamental.The second approach, exemplified by Frankel and Pauzner(2000),is to consider continuous time games in which the stochastic economic fundamental is governed by a Brownian motion and where players receive revision opportunities according to a Poisson process.The third approach is that of Levin(2001)and Oyama(2001).These authors consider players who only live for a single period,but whose payoffs may depend on actions of players living before or after them.The fourth approach is that of Toxvaerd(2002)who considers a timing game in which players decide when to move,and where players at each point in time trade offcurrent payoffs with expected future payoffs.Although formally not a supermodular game,the recursive payoffstructure allows for the static global games techniques to be employed at each stage of the game,and thus the full dynamic game can be analyzed as a sequence of(interrelated)static games.The present analysis is most closely related to this fourth approach.Throughout the paper,we have based the analysis onfirst principles,in order to present the results in a self-contained and accessible way.For this reason,Section2provides all the definitions and relevant results from lattice programming which we will be using.In most cases,these can be generalized to sets other than R n and we refer the interested reader to Topkis(1998)for a thorough exposition.Section3provides the setup of the class of models that can be studied with our approach and analysis,under the assumption of complete information.Section4analyzes the incomplete information case.Finally,Section5offers some concluding remarks.3While this assumption effectively sidesteps issues of learning from the observation of past behavior, learning is not within the scope of this paper.4Giannitsarou and Toxv aerd2.Mathematical PreliminariesIn thisfirst section,we present definitions and known results that will be used throughout the rest of the paper.For more general definitions and results see Topkis(1998). Throughout the paper,we endow R n with the element-wise order,i.e.for x1=¡x11,...,x1n¢and x2=¡x21,...,x2n¢we write x1≤x2if x1i≤x2i for all i=1,...,n.Letx1∧x2=(min(x11,x21),...,min(x1n,x2n))x1∨x2=(max(x11,x21),...,max(x1n,x2n))Definition1.A set X⊆R n is called a sublattice of R n,if x1∧x2∈X and x1∨x2∈X for all x1,x2∈X.Consider a vector x=(x1,...,x n)∈X.Let b x=(x m1,...,x mr),where{m1,...,m r}⊆{1,...,n}and x c=(x n1,...,x n q),where{n1,...,n q}={1,...,n}\{m1,...,m r}.I.e.,the no-tation b x is used to denote a tuple of x constructed by picking out specific coordinates of interest from x.With this notation and by treating the rest of the coordinates of x as con-stant(fixed),we can write x=(b x;x c).The following gives the definition of supermodularity of a function in all its arguments,or specific tuples of its arguments.Definition2.Let X⊆R n be a sublattice of R n.(a)A function f:X⊆R n→R is supermodular on X,if for all x1,x2∈Xf(x1)+f(x2)≤f(x1∧x2)+f(x1∨x2)(b)A function f:X⊆R n→R is supermodular in b x,if for all x1=(b x1;x c)andx2=(b x2;x c)f(b x1;x c)+f(b x2;x c)≤f(b x1∧b x2;x c)+f(b x1∨b x2;x c) forfixed x c.(c)A function f:X⊆R n→R is strictly supermodular on X,if for all unorderedx1,x2∈Xf(x1)+f(x2)<f(x1∧x2)+f(x1∨x2)(d)A function f:X⊆R n→R is strictly supermodular in b x,if for all x1=(b x1;x c)and x2=(b x2;x c),such that b x1and b x2are unorderedf(b x1;x c)+f(b x2;x c)<f(b x1∧b x2;x c)+f(b x1∨b x2;x c) forfixed x c.Given these definitions,it follows trivially that a function f:X⊆R n→R is(strictly) supermodular on X,if it is(strictly)supermodular in x∈X.Also trivially,if f is strictly supermodular then it is supermodular as well.Furthermore,if f and g are(strictly)su-permodular andδ>0,then f+δg is(strictly)supermodular.Moreover,if f is(strictly)Recursive Global Games 5supermodular,then taking the max of f over one of its arguments yields a (strictly)super-modular function.Next,the limit of a sequence of supermodular functions (if it exists)is also supermodular.4Finally,the following holds:Lemma 3.Let X ⊆R n be a sublattice of R n .If f :X ⊆R n →R is strictly supermodular in b x and g :X ⊆R n →R is supermodular in b x ,then the sum f +g is strictly supermodular in b x .Proof.See Appendix A.¥Next we give the de finition of increasing di fferences and a result that relates it to super-modularity.De finition 4.Let X ⊆R n be a sublattice of R n .(a)Consider a vector x =(x 1,...,x n ).A function f :X ⊆R n →R has increasing di fferences in (x i ,x j )if for all x 0i ≤x 00i and x 0j ≤x 00jf ((x 1,...,x 00i ,...,x 00j ,...,x n ))−f ((x 1,...,x 00i ,...,x 0j ,...,x n )≥f ((x 1,...,x 0i ,...,x 00j ,...,x n ))−f ((x 1,...,x 0i ,...,x 0j ,...,x n ))(b)Consider a vector x =(x 1,...,x n ).A function f :X ⊆R n →R has increasing di fferences on X ,if it has increasing di fferences in (x i ,x j )for all i =j ,i,j =1,...,n.(c)Consider a vector x =(x 1,...,x n ).A function f :X ⊆R n →R has strictly increasing di fferences in (x i ,x j )if for all x 0i <x 00i and x 0j <x 00jf ((x 1,...,x 00i ,...,x 00j ,...,x n ))−f ((x 1,...,x 00i ,...,x 0j ,...,x n )>f ((x 1,...,x 0i ,...,x 00j ,...,x n ))−f ((x 1,...,x 0i ,...,x 0j ,...,x n ))(d)Consider a vector x =(x 1,...,x n ).A function f :X ⊆R n →R has strictly increasing di fferences on X ,if it has strictly increasing di fferences in (x i ,x j )for all i =j ,i,j =1,...,n.Proposition 5.Let X ⊆R n be a sublattice of R n .If a function f :X ⊆R n →R is (strictly)supermodular in b x =(x m 1,...,x m r )then it has (strictly)increasing di fferences in(x m i ,x m j ),for all m i =m j ,m i ,m j ∈{m 1,...,m r }⊆{1,...,n }.Proof.See Appendix B.¥Finally,let {F (x ;θ),θ∈R }be a family of distributionfunctions on R n ,parametrized by θand let R S dF (x ;θ)be the probability measure of S ⊆R n with respect to the distributionF (x ;θ).The following introduces the concept of stochastically increasing distribution and is followed by a necessary and su fficient condition for it to hold.4For detailed statements,proofs and discussion of these results,see Topkis (1998),sections 2.6.2and 2.7.2.6Giannitsarou and Toxv aerdDefinition6.F(x;θ)is stochastically increasing inθif R S dF(x;θ)is an increasing function ofθfor each increasing set S⊆R n.Proposition7.F(x;θ)is stochastically increasing inθif and only if the expectationZ h(x)dF(x;θ)is an increasing function ofθ,for all increasing real valued functions h(x)on R n.Proof.For a proof of this last proposition,see Topkis(1998),section3.9.1.¥plete Information3.1.Framework.Assume that time is discrete and that there is afinite horizon,so t=1,...,T.In each period,a continuum of players of measure one simultaneously choose an action from a binary action set.Denote by i an arbitrary player,and by I the set of players. To make the dynamics interesting,we assume that there are intertemporal links such that play at each point in time will be influenced by past play and will influence the game to be played subsequently.Specifically,we introduce three such links as follows.First,we assume that a randomly evolving economic fundamentalθinfluences players’payoffs directly.This variable is exogenous.Second,we assume that there exists a state variable x which depends on past aggregate play,but not on the actions of any individual st,we assume that each player is characterized by a personal state variableτwhich is only influenced by the specific player’s past play,and thus independent of aggregate play.Let z denote that measure of players choosing high action in a given period.Let x denote the aggregate state. Last,we shall refer to a player’s personal stateτas the player’s type.A strategy for a player is a mapping from the state space into the action space(i.e.the strategy is a mapping that yields,for every tripleτ,x,θ,an action a),while a strategy profile is a collection of strategies,one for each player.A policy for a player is a sequence of strategies,one for each period,while a policy profile is a collection of such policies,again one for each player. In what follows,we shall restrict attention to Markov policies.This restriction is crucial, since strategic complementarities are difficult to obtain in dynamic games when fully history dependent strategies are allowed.But recall that equilibria in Markov strategies remain equilibria when a larger space of non-Markov strategies is considered.In what follows,we shall begin by analyzing the decision problem of a representative player under the assumption of afixed profile of policies of all other players,and common knowledge of both the current realization of the economic fundamentalθ,the current value of the state x and the distribution of player typesτ.Given such a policy profile,the remaining player essentially solves a Markov decision process,in which other players’actions,the distribution of player types and the endogenous common state can all be treated as elements of an exogenous state vector.Specifically,fix a policy profile.With this knowledge,a player can perfectly forecast the future evolution of aggregate actions,the endogenous state variable and the distribution of player types.Thus the player may view all these as state variables.5 5For a discussion of the relationship between stochastic games and Markov decision problems,see e.g. Heyman and Sobel(1984).Recursive Global Games7To summarize the above,letχ=(z,τ,x,θ)0and a denote the state and action respectively in any given period,where in any period z∈[0,1]is the measure of players choosing action 1,τ∈{1,2,...,k}is the personal state variable for the player(his type),x∈R is the common state variable andθ∈R is the exogenous economic fundamental.The collection of all possible states in any period is X=[0,1]×{1,2,...,k}×R×R⊆R4,and a∈A={0,1}. For later use,note that the set X×A is a sublattice of R5.We assume that the evolution of types and common states is determined by the following relations:τ0=φ(τ,a,θ),x0=ψ(x,z,θ)where primes denote next period’s variables.These formulations mean that the type of a player depends on his type and action in the previous period,and on the last period’s exogenous shockθ,and that the common state variable depends on the common state and aggregate play in the previous period,and on the last period’s exogenous shockθ.Moreover,θevolves according to a First Order Markov process.Finally we assume that the only source of uncertainty isθ(i.e.θis the only stochastic variable).Denote by r t(a,z,τ,x,θ)the one-stage return for an arbitrary player choosing action a∈A={0,1}in period t given a vector of state variablesχ=(z,τ,x,θ).Let0<δ<1denote the common discount factor and assume that r t(a,z,τ,x,θ)is bounded in all arguments. Next,define the following recursion:W t(a,z,τ,x,θ)=r t(a,z,τ,x,θ)+δZ V t+1(z0,τ0,x0,θ0)dF t(θ0|θ)W t(a,z,τ,x,θ)V t(z,τ,x,θ)=maxaW T(a,z,τ,x,θ)=r T(a,z,τ,x,θ)where the expectation is taken with respect to the distribution function F t(θ0|θ)of next period’sθ0conditional onθ.The interpretation of these expressions is as follows.The function W t denotes the expected discounted future payoffs from playing action a in period t and then playing optimally thereafter.The function V t simply expresses the maximum possible expected discounted future payoffs from periods t through T.By definition,last period’s W t is just the one period return,as there is no further play thereafter.Next we summarize the assumptions required for the proceeding results.LetΩdenote all pairs of variables that can be formed by combining elements of(a,z,τ,x,θ),i.e.Ω={(a,z),(a,τ),(a,x),(a,θ),(z,τ),(z,x),(z,θ),(τ,x),(τ,θ),(x,θ)} (A1)The functionsφandψare increasing in all their arguments.(A2)For afixed policy profile,and for all t=1,...,T,r t(a,z,τ,x,θ)is strictly super-modular in all the elements ofΩ.(A3)F t(θ0|θ)is stochastically increasing inθ.plementarities.With these assumptions in place,we can state thefirst main result of the paper.Roughly,the result is that under the maintained assumptions,com-plemenarities between players’actions,between actions and the economic fundamental and between the endogenous state variable and players’types,are all reinforced from one period to the next.8Giannitsarou and Toxv aerdTheorem8.Under(A1)-(A3),W t(a,z,τ,x,θ)is strictly supermodular in all the elements ofΩfor each t=1,...,T.Proof.The proof is by induction.At the last period t=T,W T(a,z,τ,x,θ)=r T(a,z,τ,x,θ) thus the result holds by(A2).Next,assume that at period t=k+1the result holds,i.e. that W k+1(a0,z0,τ0,x0,θ0)is strictly supermodular in all elements ofΩ0=©(a0,z0),(a0,τ0),(a0,x0),(a0,θ0),(z0,τ0),(z0,x0),(z0,θ0),(τ0,x0),(τ0,θ0),(x0,θ0)ªUnder this assumption consider the function in period t=kW k(a,z,τ,x,θ)=r k(a,z,τ,x,θ)+δZ V k+1(z0,τ0,x0,θ0)dF k(θ0|θ)First note that r k(a,z,τ,x,θ)is strictly supermodular in all elements ofΩby(A2).Next,leth k(a,z,τ,x,θ)≡Z V k+1(z0,τ0,x0,θ0)dF k(θ0|θ)=Z V k+1(z0,φ(τ,a,θ),ψ(x,z,θ),θ0)dF k(θ0|θ)Recall thatW k+1(a0,z0,τ0,x0,θ0)V k+1(z0,τ0,x0,θ0)=maxa0Since W k+1(a0,z0,τ0,x0,θ0)is strictly supermodular in all elements ofΩ0,it follows that it is also supermodular,and therefore V k+1(z0,τ0,x0,θ0)is supermodular in(z0,τ0),(τ0,θ0),(τ0,x0), (τ0,θ0),(x0,θ0).Using this,it is possible to show that h k(a,z,τ,x,θ)is supermodular in all elements ofΩ.For a detailed proof,see Appendix C.Thus,since r k is strictly supermodular and h k is supermodular in all elements ofΩ,andδ>0,from Lemma3it follows that W k(a,z,τ,x,θ)is strictly supermodular in all elements ofΩ.This concludes the induction.¥An immediate consequence of Theorem8is the following:Corollary9.Under(A1)-(A3),W t(a,z,τ,x,θ)has strictly increasing differences in(a,z) and(a,θ).Proof.Follows immediately from Theorem8and Proposition5.¥Note that by relaxing(A2)so that r t is supermodular in all elements ofΩ,we can obtain an analogous result to Theorem8stating that W t is supermodular in all elements ofΩ,and thus restate Corollary9so that W t has increasing differences in(a,z)and(a,θ).Nevertheless, we state the theorem in terms of strict supermodularity so that we can apply results by Frankel,Morris and Pauzner(2002),henceforth FMP,in the incomplete information case.Next,consider the role of the horizon T.The above analysis was carried out for arbitrary, butfinite horizon.As one may be interested in extending the analysis to infinite horizon, the following result is useful.Let W T t denote the value of W at period t,when the length of the horizon is T.Recursive Global Games9 Proposition10.Under(A1)-(A3),if the limit¯W t=lim T→∞W T t(a,z,τ,x,θ)exists forall time periods t,then it is strictly supermodular in all the elements ofΩ.Proof.Consider the constituent parts of the function W T t(a,z,τ,x,θ).Thefirst part,namely r t(a,z,τ,x,θ)is independent of the horizon length and thus remains strictly super-modular when the limit is taken,i.e.as T→∞.The second part,δR V t+1(z0,τ0,x0,θ0)dF t(θ0|θ), is supermodular in all elements ofΩfor all t,for each horizon length T(as shown in Theorem8).But since supermodularity is preserved when taking limits,W T t(a,z,τ,x,θ)converges tothe sum of a strictly supermodular function and a supermodular function,and this limit isthus itself strictly supermodular by Lemma3.¥Next,assume that the horizon is infinite,that the limit¯W t=lim T→∞W T t(a,z,τ,x,θ)exists for all time periods t and suppose that the players use stationary Markov policies.Then,the limiting¯W is time invariant.The following result is a momentum theorem,forthe infinite horizon case.Theorem11.Momentum.Suppose that(θt,x t,τt)≥(θt−1,x t−1,τt−1)for some period t.Furthermore,assume that the representative player conjectures thatz t≥z t−1.Then(i)a t≥a t−1.(ii)the conjecture that z t≥z t−1is confirmed.(iii)τt+1≥τt and x t+1≥x tProof.Part(i)follows from Theorem8and Topkis’monotonicity theorem.To see this,letS(χ)be the set of maximizers of¯W with respect to a,i.e.[¯W(a,χ),a∈{0,1}]S(χ)=arg maxaThen,by Theorem8,a is complementary with each component ofχ=(τ,z,x,θ).Therefore,from Theorems2.8.1and2.6.1,and Corollary2.6.1of Topkis(1998),the set of maximizersS(χ)is increasing inχ.Thus,since(θt,x t,τt)≥(θt−1,x t−1,τt−1)and the player believesthat z t≥z t−1,it follows thatS(χt)≥S(χt−1)If the set of maximizers consists of a unique element,then a=S(χ)and it follows thata t≥a t−1.If there is more than one maximizer,we can assume that players use a consistent way of choosing among those maximizers in order to take their action,e.g.a t=min S(χt), in which case again the result holds.To show part(ii),since a t≥a t−1for the representative player,it follows trivially that z t≥z t−st,to show for part(iii),we use parts(i)and(ii)and A1:τt+1=φ(τt,a t,θt)≥φ(τt−1,a t−1,θt−1)=τtx t+1=ψ(x t,z t,θt)≥ψ(x t−1,z t−1,θt−1)=x t¥10Giannitsarou and Toxv aerd3.3.Discussion.The results derived so far merit some further comments.Under themaintained assumptions,an increase in aggregate activity z induces any agent to increasehis own action a,for two separate reasons.First,there is a direct contemporaneous effect,captured by the notion of complementarity in the pair(a,z).Second,there is an intertem-poral effect through the state variables.An increase in aggregate activity today increasesthe level of tomorrow’s common state variable x0.But since there is complementarity in the pair(τ,x),a player may want to increase the level of his type the next period,which in turnis achieved by increasing the current action.Similar reasoning can be applied to the pair(a,θ).An increase in the economic fundamental induces an increase in the current actionthrough the contemporaneous complementarity.But because an increase inθcauses andupward shift in the distribution of tomorrow’s realization,and there are complementaritiesin the pair(τ,θ),the agent has a further incentive to increase the current action to benefitfrom a higher future realization ofθby having a higher type.As for the momentum theorem,it shows the possibility of multiple self-confirming equi-libria,in that an initial conjecture about high activity may indeed bring about high activityas an equilibrium outcome.This momentum theorem comes with more qualifications thando those of Milgrom,Qian and Roberts(1991)and Topkis(1998),and for good reasons.First,their results are derived within deterministic frameworks,allowing them to predictperpetual growth in the state variables.For example,Milgrom,Qian and Roberts(1991)state that‘[...]once the system begins along a path of growth of the core variables,it willcontinue forever along that path or,more realistically,until unmodeled forces disturb thesystem’.Apart from our conditions on the distribution of types and the common state vari-able,which closely mirrors those in Milgrom,Qian and Roberts(1991)and Topkis(1998),our result hinges on the fact that the economic fundamental does not decrease from oneperiod to the next.In a sense,this is an instance of the unmodeled forces mentioned in thequote.A second,and more crucial difference is that we,in contrast to their result,derive amomentum theorem with a game and not in a decision theoretic framework.Thus,in oursetup a player cannot determine(or even influence)some of the key variables of the model.Thus we are forced to state our result under the conjecture that all players believe thataggregate activity will be high,a conjecture which is indeed confirmed in equilibrium.Before turning to the incomplete case,consider the following special case of the model.Assume thatτ0=φ(τ,a,θ)=τfor all a.That is,a model in which players’types are exogenous.Under this assumption,the statement of Corollary9holds under assumptions (A1)-(A2)alone,i.e.also for distributions F t(θ0|θ)that are not stochastically increasing.In this case,since the players cannot influence their own future prospects by changing current actions,the future plays no role in current decisions.A model with such features is that of Morris and Shin(1999)in which speculators can attack a currency in each period,but where neither the speculators’ability to attack,nor the monetary authority’s ability to defend the peg is influenced by past play.4.Incomplete Information FrameworkWe now extend the model to one of incomplete information in order to invoke the globalgames methodology.The basic idea is as follows.In FMP,a very general but static gameis considered in which there are strategic complementarities,each player is characterizedby a specific type and where higher levels of the economic fundamental raises the relative。

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