python实现Flappy Bird源码

小编 2026-07-10 阅读:1729 评论:0
Flappy Bird是前段时间(好像一年or两年前....)特别火的有一个小游戏,相信大家都玩过。 Flappy Bird操作简单,通过点击手机屏幕使Bird上升,穿过柱状障碍物之后得分,碰到则游戏结束。...

Flappy Bird是前段时间(好像一年or两年前....)特别火的有一个小游戏,相信大家都玩过。

Flappy Bird操作简单,通过点击手机屏幕使Bird上升,穿过柱状障碍物之后得分,碰到则游戏结束。由于障碍物高低不等,控制Bird上升和下降需要反应快并且灵活,要得到较高的分数并不容易。作为一个游戏渣,我最高纪录是8分......

我记得当时还想,是谁发明了这个小游戏,逼死强迫症,记得当时本科时好多人在玩.....

无意间在GitHub上看到了python实现的代码,所以拿来学习了一番。代码思路比较简洁。

因为第一次接触pygame,所以代码注释写的比较详细,也算是一次新体验。

玩法:空格键进入游戏,↑控制小鸟飞行

注意:需要安装pygame模块

代码:   

# -*- coding: utf8 -*-
 
from itertools import cycle
import random
import sys
 
import pygame #将pygame库导入到python程序中
from pygame.locals import * #需要引入pygame中的所有常量。
 
 
FPS = 30
SCREENWIDTH = 288 #屏幕宽度
SCREENHEIGHT = 512 #屏幕高度
# amount by which base can maximum shift to left
PIPEGAPSIZE = 100 # gap between upper and lower part of pipe 管道上下之间的间隙
BASEY    = SCREENHEIGHT * 0.79 #base那个条条所在的高度 注意以左上角为坐标起始点 所以这个高度是往下为正
# image, sound and hitmask dicts
IMAGES, SOUNDS, HITMASKS = {}, {}, {} #图像,声音,撞击的文件
 
# list of all possible players (tuple of 3 positions of flap) #三种小鸟造型
PLAYERS_LIST = (
  # red bird
  (
    \'assets/sprites/redbird-upflap.png\',
    \'assets/sprites/redbird-midflap.png\',
    \'assets/sprites/redbird-downflap.png\',
  ),
  # blue bird
  (
    # amount by which base can maximum shift to left
    \'assets/sprites/bluebird-upflap.png\',
    \'assets/sprites/bluebird-midflap.png\',
    \'assets/sprites/bluebird-downflap.png\',
  ),
  # yellow bird
  (
    \'assets/sprites/yellowbird-upflap.png\',
    \'assets/sprites/yellowbird-midflap.png\',
    \'assets/sprites/yellowbird-downflap.png\',
  ),
)
 
# list of backgrounds 两种背景,一种白天,一种黑夜
BACKGROUNDS_LIST = (
  \'assets/sprites/background-day.png\',
  \'assets/sprites/background-night.png\',
)
 
# list of pipes  管道的两种颜色,一种绿色,一种红色
PIPES_LIST = (
  \'assets/sprites/pipe-green.png\',
  \'assets/sprites/pipe-red.png\',
)
 
 
try:
  xrange
except NameError:
  xrange = range
 
 
def main():
  global SCREEN, FPSCLOCK
  pygame.init() #经过初始化以后我们就可以尽情地使用pygame了。
 
  #使用Pygame时钟之前,必须先创建Clock对象的一个实例,
  FPSCLOCK = pygame.time.Clock()#控制每个循环多长时间运行一次。这就像一个定时器在控制时间进程,指出“现在开始下一个循环”!现在开始下一个循环!……
 
  SCREEN = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT))#通常来说我们需要先创建一个窗口,方便我们与程序的交互。
  pygame.display.set_caption(\'Flappy Bird\')#设置窗口标题
 
  # numbers sprites for score display #加载并转换图像
  #在pygame中可以使用pygame.image.load()函数来加载位图 (支持jpg,png,gif,bmp,pcx,tif,tga等多种图片格式)。
  #convert_alpha()方法会使用透明的方法绘制前景对象。
  # 因此在加载一个有alpha通道的素材时(比如PNG TGA),需要使用convert_alpha()方法,当然普通的图片也是可以使用这个方法的,用了也不会有什么副作用。
  IMAGES[\'numbers\'] = (
    pygame.image.load(\'assets/sprites/0.png\').convert_alpha(),
    pygame.image.load(\'assets/sprites/1.png\').convert_alpha(),
    pygame.image.load(\'assets/sprites/2.png\').convert_alpha(),
    pygame.image.load(\'assets/sprites/3.png\').convert_alpha(),
    pygame.image.load(\'assets/sprites/4.png\').convert_alpha(),
    pygame.image.load(\'assets/sprites/5.png\').convert_alpha(),
    pygame.image.load(\'assets/sprites/6.png\').convert_alpha(),
    pygame.image.load(\'assets/sprites/7.png\').convert_alpha(),
    pygame.image.load(\'assets/sprites/8.png\').convert_alpha(),
    pygame.image.load(\'assets/sprites/9.png\').convert_alpha()
  )
 
  # game over sprite 游戏结束显示的图像
  IMAGES[\'gameover\'] = pygame.image.load(\'assets/sprites/gameover.png\').convert_alpha()
  # message sprite for welcome screen 欢迎界面显示的图像
  IMAGES[\'message\'] = pygame.image.load(\'assets/sprites/message.png\').convert_alpha()
  # base (ground) sprite 始终显示的base图像
  IMAGES[\'base\'] = pygame.image.load(\'assets/sprites/base.png\').convert_alpha()
 
  # sounds
  # WAV版 OGG版是指游戏的音频格式
  # WAV版是属于游戏原版
  # OGG是大大们通过转换器把音频格式的WAV改成OGG,这样游戏的配置提高要求使游戏本身的体积而缩小节省了空间。
  #可以看一下同一个音频 ogg版的是比wav版的文件小很多
  if \'win\' in sys.platform: #判断当前系统平台 来设置声音文件后缀
    soundExt = \'.wav\'
  else:
    soundExt = \'.ogg\'
 
  # 音效:pygame.mixer
  # sound = pygame.mixer.Sound(\'/home/liumin/love.wav\')使用指定文件名载入一个音频文件,并创建一个Sound对象。 音频文件可以是wav,ogg等格式。
  # 音频文件的内容会被全部载入到内存中。
  SOUNDS[\'die\']  = pygame.mixer.Sound(\'assets/audio/die\' + soundExt)
  SOUNDS[\'hit\']  = pygame.mixer.Sound(\'assets/audio/hit\' + soundExt)
  SOUNDS[\'point\'] = pygame.mixer.Sound(\'assets/audio/point\' + soundExt)
  SOUNDS[\'swoosh\'] = pygame.mixer.Sound(\'assets/audio/swoosh\' + soundExt)
  SOUNDS[\'wing\']  = pygame.mixer.Sound(\'assets/audio/wing\' + soundExt)
 
  while True:
    # select random background sprites 加载随机背景 (白天或者黑夜)
    randBg = random.randint(0, len(BACKGROUNDS_LIST) - 1)#随机选择0或者1
    IMAGES[\'background\'] = pygame.image.load(BACKGROUNDS_LIST[randBg]).convert()#加载随机背景
 
    # select random player sprites 加载随机角色 (红色、蓝色、黄色小鸟)
    randPlayer = random.randint(0, len(PLAYERS_LIST) - 1)
    IMAGES[\'player\'] = (
      pygame.image.load(PLAYERS_LIST[randPlayer][0]).convert_alpha(),
      pygame.image.load(PLAYERS_LIST[randPlayer][1]).convert_alpha(),
      pygame.image.load(PLAYERS_LIST[randPlayer][2]).convert_alpha(),
    )
 
    # select random pipe sprites 加载随机管道样式
    pipeindex = random.randint(0, len(PIPES_LIST) - 1)
    IMAGES[\'pipe\'] = (
      pygame.transform.rotate(
        pygame.image.load(PIPES_LIST[pipeindex]).convert_alpha(), 180),#旋转180度
      pygame.image.load(PIPES_LIST[pipeindex]).convert_alpha(),
    )#一个上面的管道 一个下面的管道
 
    # hismask for pipes #得到管道的边界mask
    HITMASKS[\'pipe\'] = (
      getHitmask(IMAGES[\'pipe\'][0]),
      getHitmask(IMAGES[\'pipe\'][1]),
    )
 
    # hitmask for player #得到player的边界mask
    HITMASKS[\'player\'] = (
      getHitmask(IMAGES[\'player\'][0]),
      getHitmask(IMAGES[\'player\'][1]),
      getHitmask(IMAGES[\'player\'][2]),
    )
 
    movementInfo = showWelcomeAnimation()#返回\'playery\'(player所在位置),\'basex\'(base图像所在位置) \'playerIndexGen\'(飞行姿势index)
    crashInfo = mainGame(movementInfo)
    showGameOverScreen(crashInfo)
 
 
def showWelcomeAnimation():
  \"\"\"Shows welcome screen animation of flappy bird\"\"\"
  # index of player to blit on screen
  playerIndex = 0
  playerIndexGen = cycle([0, 1, 2, 1])
  # iterator used to change playerIndex after every 5th iteration
  loopIter = 0
 
  #player所在位置
  playerx = int(SCREENWIDTH * 0.2)
  playery = int((SCREENHEIGHT - IMAGES[\'player\'][0].get_height()) / 2)
  #欢迎图像所在位置
  messagex = int((SCREENWIDTH - IMAGES[\'message\'].get_width()) / 2)
  messagey = int(SCREENHEIGHT * 0.12)
 
  basex = 0
  # amount by which base can maximum shift to left 可以最大限度地向左移动的距离
  baseShift = IMAGES[\'base\'].get_width() - IMAGES[\'background\'].get_width()
 
  # player shm for up-down motion on welcome screen 角色在欢迎屏幕上进行上下移动
  playerShmVals = {\'val\': 0, \'dir\': 1}
 
  while True:
    for event in pygame.event.get():#使用pygame.event.get()来处理所有的事件,
      if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):#如果 quit 或者 按键之后又按下esc,就结束游戏
        pygame.quit()
        sys.exit()
      if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_UP):#如果按键之后点击或者按下↑
        # make first flap sound and return values for mainGame
        SOUNDS[\'wing\'].play()#播放飞的特效声音
        return {#返回初始位置 进入maingame
          \'playery\': playery + playerShmVals[\'val\'],
          \'basex\': basex,
          \'playerIndexGen\': playerIndexGen,
        }
 
    # adjust playery, playerIndex, basex
    if (loopIter + 1) % 5 == 0:
      playerIndex = next(playerIndexGen)#获得匹配元素集合中每个元素紧邻的同胞元素 调整飞行姿势图片
    loopIter = (loopIter + 1) % 30
    basex = -((-basex + 4) % baseShift)
    playerShm(playerShmVals)
 
    # draw sprites
    #screen.blit(space, (0,0))可以绘制位图 第一个参数是加载完成的位图,第二个参数是绘制的起始坐标。
    SCREEN.blit(IMAGES[\'background\'], (0,0))
    SCREEN.blit(IMAGES[\'player\'][playerIndex],
          (playerx, playery + playerShmVals[\'val\']))
    SCREEN.blit(IMAGES[\'message\'], (messagex, messagey))
    SCREEN.blit(IMAGES[\'base\'], (basex, BASEY))
 
    pygame.display.update()#更新整个窗口
    FPSCLOCK.tick(FPS)#循环应该多长时间运行一次
 
 
def mainGame(movementInfo):
  score = playerIndex = loopIter = 0#初始得分以及初始player的姿态以及迭代次数都为0
  playerIndexGen = movementInfo[\'playerIndexGen\']#得到飞行姿势
  playerx, playery = int(SCREENWIDTH * 0.2), movementInfo[\'playery\']#player所在位置
 
  basex = movementInfo[\'basex\']#base图像所在位置
  baseShift = IMAGES[\'base\'].get_width() - IMAGES[\'background\'].get_width()
 
  # get 2 new pipes to add to upperPipes lowerPipes list
  newPipe1 = getRandomPipe()
  newPipe2 = getRandomPipe()
 
  # list of upper pipes
  upperPipes = [
    {\'x\': SCREENWIDTH + 200, \'y\': newPipe1[0][\'y\']},
    {\'x\': SCREENWIDTH + 200 + (SCREENWIDTH / 2), \'y\': newPipe2[0][\'y\']},
  ]
 
  # list of lowerpipe
  lowerPipes = [
    {\'x\': SCREENWIDTH + 200, \'y\': newPipe1[1][\'y\']},
    {\'x\': SCREENWIDTH + 200 + (SCREENWIDTH / 2), \'y\': newPipe2[1][\'y\']},
  ]
 
  pipeVelX = -4
 
  # player velocity, max velocity, downward accleration, accleration on flap 角色速度,最大速度,向下加速度,襟翼加速度
  playerVelY  = -9  # player\'s velocity along Y, default same as playerFlapped
  playerMaxVelY = 10  # max vel along Y, max descend speed
  playerMinVelY = -8  # min vel along Y, max ascend speed
  playerAccY  =  1  # players downward accleration
  playerRot   = 45  # player\'s rotation
  playerVelRot =  3  # angular speed
  playerRotThr = 20  # rotation threshold
  playerFlapAcc = -9  # players speed on flapping
  playerFlapped = False # True when player flaps
 
 
  while True:
    for event in pygame.event.get():
      if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
        pygame.quit()
        sys.exit()
      if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_UP):
        if playery > -2 * IMAGES[\'player\'][0].get_height():#如果点击
          playerVelY = playerFlapAcc#上升
          playerFlapped = True
          SOUNDS[\'wing\'].play()#并播放飞行音效
 
    # check for crash here
    crashTest = checkCrash({\'x\': playerx, \'y\': playery, \'index\': playerIndex},
                upperPipes, lowerPipes)
    if crashTest[0]:#如果掉在地上或者撞击到了管道,就返回结束游戏
      return {
        \'y\': playery,
        \'groundCrash\': crashTest[1],
        \'basex\': basex,
        \'upperPipes\': upperPipes,
        \'lowerPipes\': lowerPipes,
        \'score\': score,
        \'playerVelY\': playerVelY,
        \'playerRot\': playerRot
      }
 
    # check for score
    playerMidPos = playerx + IMAGES[\'player\'][0].get_width() / 2
    for pipe in upperPipes:
      pipeMidPos = pipe[\'x\'] + IMAGES[\'pipe\'][0].get_width() / 2
      if pipeMidPos <= playerMidPos < pipeMidPos + 4:#当角色达到管道缝隙的中间+4时,score+1,并且在此时播放得分音效
        score += 1
        SOUNDS[\'point\'].play()
 
    # playerIndex basex change
    if (loopIter + 1) % 3 == 0:
      playerIndex = next(playerIndexGen)
    loopIter = (loopIter + 1) % 30
    basex = -((-basex + 100) % baseShift)
 
    # rotate the player
    if playerRot > -90:
      playerRot -= playerVelRot
 
    # player\'s movement
    if playerVelY < playerMaxVelY and not playerFlapped:
      playerVelY += playerAccY
    if playerFlapped:
      playerFlapped = False
 
      # more rotation to cover the threshold (calculated in visible rotation)
      playerRot = 45
 
    playerHeight = IMAGES[\'player\'][playerIndex].get_height()
    playery += min(playerVelY, BASEY - playery - playerHeight)
 
    # move pipes to left
    for uPipe, lPipe in zip(upperPipes, lowerPipes):
      uPipe[\'x\'] += pipeVelX #管道移动
      lPipe[\'x\'] += pipeVelX
 
    # add new pipe when first pipe is about to touch left of screen
    if 0 < upperPipes[0][\'x\'] < 5:#当第一个管道移动到屏幕左侧边缘时,生成下一个管道
      newPipe = getRandomPipe()
      upperPipes.append(newPipe[0])
      lowerPipes.append(newPipe[1])
 
    # remove first pipe if its out of the screen
    if upperPipes[0][\'x\'] < -IMAGES[\'pipe\'][0].get_width(): #当管道移动到屏幕外侧后,删除它
      upperPipes.pop(0)
      lowerPipes.pop(0)
 
    # draw sprites
    SCREEN.blit(IMAGES[\'background\'], (0,0))
 
    for uPipe, lPipe in zip(upperPipes, lowerPipes):
      SCREEN.blit(IMAGES[\'pipe\'][0], (uPipe[\'x\'], uPipe[\'y\']))
      SCREEN.blit(IMAGES[\'pipe\'][1], (lPipe[\'x\'], lPipe[\'y\']))
 
    SCREEN.blit(IMAGES[\'base\'], (basex, BASEY))
    # print score so player overlaps the score
    showScore(score) #显示得分
 
    # Player rotation has a threshold
    visibleRot = playerRotThr
    if playerRot <= playerRotThr:
      visibleRot = playerRot
    
    playerSurface = pygame.transform.rotate(IMAGES[\'player\'][playerIndex], visibleRot)#旋转角色
    SCREEN.blit(playerSurface, (playerx, playery))#显示旋转后的角色
 
    pygame.display.update()#更新窗口
    FPSCLOCK.tick(FPS)#循环应该多长时间运行一次
 
 
def showGameOverScreen(crashInfo):
  \"\"\"crashes the player down ans shows gameover image\"\"\"
  score = crashInfo[\'score\']#获取得分
  playerx = SCREENWIDTH * 0.2
  playery = crashInfo[\'y\']
  playerHeight = IMAGES[\'player\'][0].get_height()
  playerVelY = crashInfo[\'playerVelY\']
  playerAccY = 2
  playerRot = crashInfo[\'playerRot\']
  playerVelRot = 7
 
  basex = crashInfo[\'basex\']
 
  upperPipes, lowerPipes = crashInfo[\'upperPipes\'], crashInfo[\'lowerPipes\']
 
  # play hit and die sounds
  SOUNDS[\'hit\'].play()
  if not crashInfo[\'groundCrash\']:#如果没有撞击到地面,就播放die音效就可以了
    SOUNDS[\'die\'].play()
 
  while True:
    for event in pygame.event.get():
      if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
        pygame.quit()
        sys.exit()
      if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_UP):
        if playery + playerHeight >= BASEY - 1:
          return
 
    # player y shift
    if playery + playerHeight < BASEY - 1:
      playery += min(playerVelY, BASEY - playery - playerHeight)
 
    # player velocity change
    if playerVelY < 15:
      playerVelY += playerAccY
 
    # rotate only when it\'s a pipe crash
    if not crashInfo[\'groundCrash\']:
      if playerRot > -90:
        playerRot -= playerVelRot
 
    # draw sprites
    SCREEN.blit(IMAGES[\'background\'], (0,0))
 
    for uPipe, lPipe in zip(upperPipes, lowerPipes):
      SCREEN.blit(IMAGES[\'pipe\'][0], (uPipe[\'x\'], uPipe[\'y\']))
      SCREEN.blit(IMAGES[\'pipe\'][1], (lPipe[\'x\'], lPipe[\'y\']))
 
    SCREEN.blit(IMAGES[\'base\'], (basex, BASEY))
    showScore(score)
 
    playerSurface = pygame.transform.rotate(IMAGES[\'player\'][1], playerRot)
    SCREEN.blit(playerSurface, (playerx,playery))
 
    FPSCLOCK.tick(FPS)
    pygame.display.update()
 
 
def playerShm(playerShm):
  \"\"\"oscillates the value of playerShm[\'val\'] between 8 and -8\"\"\"
  if abs(playerShm[\'val\']) == 8:
    playerShm[\'dir\'] *= -1
 
  if playerShm[\'dir\'] == 1:
     playerShm[\'val\'] += 1
  else:
    playerShm[\'val\'] -= 1
 
 
def getRandomPipe():#随机生成随机高度的管道 ????????还需要看细节
  \"\"\"returns a randomly generated pipe\"\"\"
  # y of gap between upper and lower pipe
  gapY = random.randrange(0, int(BASEY * 0.6 - PIPEGAPSIZE))
  gapY += int(BASEY * 0.2)
  pipeHeight = IMAGES[\'pipe\'][0].get_height()
  pipeX = SCREENWIDTH + 10
 
  return [
    {\'x\': pipeX, \'y\': gapY - pipeHeight}, # upper pipe
    {\'x\': pipeX, \'y\': gapY + PIPEGAPSIZE}, # lower pipe
  ]
 
 
def showScore(score):
  \"\"\"displays score in center of screen\"\"\"
  scoreDigits = [int(x) for x in list(str(score))]
  totalWidth = 0 # total width of all numbers to be printed
 
  for digit in scoreDigits:
    totalWidth += IMAGES[\'numbers\'][digit].get_width()
 
  Xoffset = (SCREENWIDTH - totalWidth) / 2
 
  for digit in scoreDigits:
    SCREEN.blit(IMAGES[\'numbers\'][digit], (Xoffset, SCREENHEIGHT * 0.1))#显示得分
    Xoffset += IMAGES[\'numbers\'][digit].get_width()
 
 
def checkCrash(player, upperPipes, lowerPipes):
  \"\"\"returns True if player collders with base or pipes.\"\"\"
  pi = player[\'index\']#飞行姿势
  player[\'w\'] = IMAGES[\'player\'][0].get_width()
  player[\'h\'] = IMAGES[\'player\'][0].get_height()
 
  # if player crashes into ground 掉在地上
  if player[\'y\'] + player[\'h\'] >= BASEY - 1:
    return [True, True] #返回
  else:
 
    playerRect = pygame.Rect(player[\'x\'], player[\'y\'],
           player[\'w\'], player[\'h\'])
    pipeW = IMAGES[\'pipe\'][0].get_width()
    pipeH = IMAGES[\'pipe\'][0].get_height()
 
    for uPipe, lPipe in zip(upperPipes, lowerPipes):
      # upper and lower pipe rects
      uPipeRect = pygame.Rect(uPipe[\'x\'], uPipe[\'y\'], pipeW, pipeH)
      lPipeRect = pygame.Rect(lPipe[\'x\'], lPipe[\'y\'], pipeW, pipeH)
 
      # player and upper/lower pipe hitmasks
      pHitMask = HITMASKS[\'player\'][pi]
      uHitmask = HITMASKS[\'pipe\'][0]
      lHitmask = HITMASKS[\'pipe\'][1]
 
      # if bird collided with upipe or lpipe
      uCollide = pixelCollision(playerRect, uPipeRect, pHitMask, uHitmask)
      lCollide = pixelCollision(playerRect, lPipeRect, pHitMask, lHitmask)
 
      if uCollide or lCollide:#如果撞击到了上管道或者下管道 返回
        return [True, False]
 
  return [False, False]
 
def pixelCollision(rect1, rect2, hitmask1, hitmask2):
  \"\"\"Checks if two objects collide and not just their rects\"\"\"
  rect = rect1.clip(rect2)#角色和管道之间重合的情况
 
  if rect.width == 0 or rect.height == 0:#没重合就是没撞击到
    return False
 
  x1, y1 = rect.x - rect1.x, rect.y - rect1.y
  x2, y2 = rect.x - rect2.x, rect.y - rect2.y
 
  for x in xrange(rect.width):
    for y in xrange(rect.height):
      if hitmask1[x1+x][y1+y] and hitmask2[x2+x][y2+y]:#撞击到了
        return True
  return False
 
def getHitmask(image):
  \"\"\"returns a hitmask using an image\'s alpha.\"\"\"
  #得到撞击mask
  mask = []
  for x in xrange(image.get_width()):
    mask.append([])
    for y in xrange(image.get_height()):
      mask[x].append(bool(image.get_at((x,y))[3]))
  return mask
 
if __name__ == \'__main__\':
  main()

游戏截图:

\"\"

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。

版权声明

本文仅代表作者观点,不代表百度立场。
本文系作者授权百度百家发表,未经许可,不得转载。

热门文章
  • Sequential Monte Carlo Methods (SMC) 序列蒙特卡洛/粒子滤波/Bootstrap Filtering

    Sequential Monte Carlo Methods (SMC) 序列蒙特卡洛/粒子滤波/Bootstrap Filtering
    Problem Statement 我们考虑一个具有马尔可夫性质、非线性、非高斯的状态空间模型(State Space Model):对于一个时间序列上的观测结果{yt,t∈N}\\{ y_t , t \\in N \\}{yt​,t∈N},我们认为每个观测结果yty_tyt​的生成依赖于一个无法直接观察的隐变量xt∈{xt,t∈N}x_t \\in \\{x_t , t \\in N \\}xt​∈{xt​,t∈N},即:p(...
  • 机房智能化温湿度解决方式之POE供电以太网温湿度传感器

    机房智能化温湿度解决方式之POE供电以太网温湿度传感器
    机房智能化温湿度解决方式之POE供电以太网温湿度传感器 北京盈创力和电子科技有限公司 智能型TCP网口温湿度记录仪 北京IP网络温湿度记录仪厂家,北京盈创力和 北京智能型TCP网口温湿度记录仪IP网络温湿度记录仪是一种新型的基于TCP/IP协议双绞线以太网标准温湿度采集模块,利用它可以实现现场温度值、相对湿度值的采集,同时利用其自身的RJ45通信接口可以方便地和机房监控主机或交换机集线器进行联网。 工作于-40℃~85℃工业级带...
  • Hive 系统函数及示例

    Hive 系统函数及示例
    查看所有系统函数 show functions; 函数分类 内置函数【系统函数】 数学函数: floor、round、ceil、cos、log2等 字符串函数: length、reverse、trim、lower、get_json_object、repeat等 收集函数: size 转换函数: cast 日期函数: year、month、datediff、date、date_add等 条件函数: coalesce、case…w...
  • CSRF的原理和防范措施

    CSRF的原理和防范措施
    a)攻击原理:i.用户C访问正常网站A时进行登录,浏览器保存A的cookieii.用户C再访问攻击网站B,网站B上有某个隐藏的链接或者图片标签会自动请求网站A的URL地址,例如表单提交,传指定的参数iii.而攻击网站B在访问网站A的时候,浏览器会自动带上网站A的cookieiv.所以网站A在接收到请求之后可判断当前用户是登录状态,所以...
  • HTTP状态保持的原理

    HTTP状态保持的原理
    a)在用户登录之后,浏览器返回响应的时候会在响应中添加上cookieb)浏览器接收到cookie之后会自动保存c)当用户再次请求同一服务器中的其他网页的时候,浏览器会自动带上之前保存的cookied)服务接收到请求之后可以请 request 对象中取到cookie 判断当前用户是否登录  Http是无状态的,就是连接时数据互通,关闭后...
标签列表