<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>赖勇浩（恋花蝶）的博客 - </title><link>category/328647.aspx</link><description /><dc:language>zh-CN</dc:language><lastUpdateTime>Tue, 10 Jun 2008 18:55:00 GMT</lastUpdateTime><ttl>60</ttl><item><dc:creator>赖勇浩</dc:creator><title> C++新标准即将出台</title><link>http://blog.csdn.net/lanphaday/archive/2008/06/10/2529540.aspx</link><pubDate>Tue, 10 Jun 2008 10:38:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2008/06/10/2529540.aspx</guid><wfw:comment>comments/2529540.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2008/06/10/2529540.aspx#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>comments/commentRss/2529540.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2529540</trackback:ping><description>读后只有一个感觉，那就是激情澎湃！&lt;img src ="aggbug/2529540.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>赖勇浩</dc:creator><title>瞎扯Boost、Code::Blocks和D</title><link>http://blog.csdn.net/lanphaday/archive/2008/05/20/2460111.aspx</link><pubDate>Tue, 20 May 2008 00:49:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2008/05/20/2460111.aspx</guid><wfw:comment>comments/2460111.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2008/05/20/2460111.aspx#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>comments/commentRss/2460111.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2460111</trackback:ping><description>最近家里的台式机和笔记本已经全部转成ubuntu ，也就有了更方便的C++ 环境，再加上一直以来的C++ 情结，便又重拾了它。孔夫子曰过温故而知新，这一重回C++ 世界便有些话想来瞎扯一下。&lt;img src ="aggbug/2460111.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>赖勇浩</dc:creator><title>C++ Under The Hood（中译版）</title><link>http://blog.csdn.net/lanphaday/archive/2007/08/07/1728806.aspx</link><pubDate>Tue, 07 Aug 2007 00:09:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2007/08/07/1728806.aspx</guid><wfw:comment>comments/1728806.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2007/08/07/1728806.aspx#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>comments/commentRss/1728806.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1728806</trackback:ping><description>本文着重回答这样一些问题：类如何布局？成员变量如何访问？成员函数如何访问？所谓的“调整块”（adjuster thunk）是怎么回事？使用如下机制时，开销如何：单继承、多重继承、虚继承虚函数调用强制转换到基类，或者强制转换到虚基类异常处理&lt;img src ="aggbug/1728806.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>恋花蝶</dc:creator><title>状态驱动的游戏智能体设计（下）</title><link>http://blog.csdn.net/lanphaday/archive/2007/07/08/1683072.aspx</link><pubDate>Sun, 08 Jul 2007 23:17:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2007/07/08/1683072.aspx</guid><wfw:comment>comments/1683072.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2007/07/08/1683072.aspx#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>comments/commentRss/1683072.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1683072</trackback:ping><description>最简明易懂的有限状态机文章，来自游戏人工智能大师Mat Buckland！&lt;img src ="aggbug/1683072.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>恋花蝶</dc:creator><title>状态驱动的游戏智能体设计（中）</title><link>http://blog.csdn.net/lanphaday/archive/2007/07/03/1677115.aspx</link><pubDate>Tue, 03 Jul 2007 19:04:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2007/07/03/1677115.aspx</guid><wfw:comment>comments/1677115.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2007/07/03/1677115.aspx#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>comments/commentRss/1677115.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1677115</trackback:ping><description>最简明易懂的有限状态机文章，来自游戏人工智能大师Mat Buckland！&lt;img src ="aggbug/1677115.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>恋花蝶</dc:creator><title>状态驱动的游戏智能体设计（上）</title><link>http://blog.csdn.net/lanphaday/archive/2007/06/24/1664369.aspx</link><pubDate>Sun, 24 Jun 2007 11:05:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2007/06/24/1664369.aspx</guid><wfw:comment>comments/1664369.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2007/06/24/1664369.aspx#Feedback</comments><slash:comments>6</slash:comments><wfw:commentRss>comments/commentRss/1664369.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1664369</trackback:ping><description>最简明易懂的有限状态机文章，来自游戏人工智能大师Mat Buckland！&lt;img src ="aggbug/1664369.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>恋花蝶</dc:creator><title>OpenMP与C++：事半功倍地获得多线程的好处(下)</title><link>http://blog.csdn.net/lanphaday/archive/2007/02/11/1507834.aspx</link><pubDate>Sun, 11 Feb 2007 20:09:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2007/02/11/1507834.aspx</guid><wfw:comment>comments/1507834.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2007/02/11/1507834.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>comments/commentRss/1507834.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1507834</trackback:ping><description>翻译一篇来自MSDN Mag的文章,非常好的OpenMP入门教程.  &lt;img src ="aggbug/1507834.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>恋花蝶</dc:creator><title>OpenMP与C++：事半功倍地获得多线程的好处(上)</title><link>http://blog.csdn.net/lanphaday/archive/2007/02/06/1503817.aspx</link><pubDate>Tue, 06 Feb 2007 23:31:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2007/02/06/1503817.aspx</guid><wfw:comment>comments/1503817.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2007/02/06/1503817.aspx#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>comments/commentRss/1503817.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1503817</trackback:ping><description>翻译一篇来自MSDN Mag的文章,非常好的OpenMP入门教程.&lt;img src ="aggbug/1503817.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>恋花蝶</dc:creator><title>公开“英特尔多核平台编程优化大赛”优化报告及源代码</title><link>http://blog.csdn.net/lanphaday/archive/2007/01/20/1488295.aspx</link><pubDate>Sat, 20 Jan 2007 10:50:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2007/01/20/1488295.aspx</guid><wfw:comment>comments/1488295.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2007/01/20/1488295.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>comments/commentRss/1488295.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1488295</trackback:ping><description>这次Intel的优化比赛时间比较长，所以我也能够在周未和晚上的业余时间里参加了这个比赛，感觉学到很多东西，所以就在CSDN论坛上号召大家公开各自己的优化报告和源代码，得到了大家的响应，这让我由衷地高兴。参加比赛的很多高手，达到了匪夷所思的速度，这些公开的优化报告和源代码，必定能够增进大家的知识，我很乐意参与比赛，更乐意公开自己的优化报告和源代码。&lt;img src ="aggbug/1488295.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>恋花蝶</dc:creator><title>用遗传算法加强足球游戏的人工智能</title><link>http://blog.csdn.net/lanphaday/archive/2006/12/26/1461977.aspx</link><pubDate>Tue, 26 Dec 2006 09:24:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2006/12/26/1461977.aspx</guid><wfw:comment>comments/1461977.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2006/12/26/1461977.aspx#Feedback</comments><slash:comments>12</slash:comments><wfw:commentRss>comments/commentRss/1461977.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1461977</trackback:ping><description>终于等够了三个月，杂志的约定已经到期，可以把这篇文章发表到网络跟大家分享。本文原发表于《游戏创造》杂志www.chinagcn.com，如蒙转载，请保留原文和本声明完整，并注明转载自恋花蝶的博客：http://blog.csdn.net/lanphaday&lt;img src ="aggbug/1461977.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>恋花蝶</dc:creator><title>避免劣化代码(No Inferior Code）之一</title><link>http://blog.csdn.net/lanphaday/archive/2006/11/29/1419898.aspx</link><pubDate>Wed, 29 Nov 2006 13:31:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2006/11/29/1419898.aspx</guid><wfw:comment>comments/1419898.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2006/11/29/1419898.aspx#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>comments/commentRss/1419898.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1419898</trackback:ping><description>关于避免代码劣化这个话题，将不限于C和C++两种语言，还包括python,lua等大家熟悉的脚本语言，甚至是boost,OpenMP等学用的库，也许还会见到SQL语句的优化等，希望大家多多捧场～&lt;img src ="aggbug/1419898.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>恋花蝶</dc:creator><title>较高人工智能的人机博弈程序实现(多个算法结合)含C++源码</title><link>http://blog.csdn.net/lanphaday/archive/2006/10/19/1341412.aspx</link><pubDate>Thu, 19 Oct 2006 19:14:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2006/10/19/1341412.aspx</guid><wfw:comment>comments/1341412.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2006/10/19/1341412.aspx#Feedback</comments><slash:comments>14</slash:comments><wfw:commentRss>comments/commentRss/1341412.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1341412</trackback:ping><description>人机博弈是一门比较专的学科，我们因为英文劣势，大部分中国高手都不能快速的在比赛中学习和实现一些复杂的算法，以致成绩不太如意；我挟之前对这方面的了解，做得还算行，所以把代码公开出来，可以多一点中文方面的资料和源码给大家参考，我也感到非常荣幸。这份代码的计算能力：以6*6的棋盘为例，这份代码在VC6的release模式下编译运行可以在1秒内搜索并评估83万个叶子节点，计算层次在8-9层；如果用MiniMax算法不进行剪枝，只能搜索到3-4层（测试机器皆为超线程P4 3.0G＋1G内存）。这就是算法的力量吧。&lt;img src ="aggbug/1341412.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>恋花蝶</dc:creator><title>从实例重温工厂模式和单件模式</title><link>http://blog.csdn.net/lanphaday/archive/2006/07/20/948220.aspx</link><pubDate>Thu, 20 Jul 2006 17:22:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2006/07/20/948220.aspx</guid><wfw:comment>comments/948220.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2006/07/20/948220.aspx#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>comments/commentRss/948220.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=948220</trackback:ping><description>从CSDN论坛的一个提问为实例，在解决这个提问的过程中重温设计模式中的工厂模式和单件模式。本文给出C++的可编译执行代码。&lt;img src ="aggbug/948220.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>恋花蝶</dc:creator><title>栈的弹出函数pop()实现方案探讨</title><link>http://blog.csdn.net/lanphaday/archive/2006/07/11/905814.aspx</link><pubDate>Tue, 11 Jul 2006 15:20:00 GMT</pubDate><guid>http://blog.csdn.net/lanphaday/archive/2006/07/11/905814.aspx</guid><wfw:comment>comments/905814.aspx</wfw:comment><comments>http://blog.csdn.net/lanphaday/archive/2006/07/11/905814.aspx#Feedback</comments><slash:comments>12</slash:comments><wfw:commentRss>comments/commentRss/905814.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=905814</trackback:ping><description>与《多任务下的数据结构与算法》的作者探讨栈的弹出函数的设计方案。欢迎大家说说自己的想法。&lt;img src ="aggbug/905814.aspx" width = "1" height = "1" /&gt;</description></item></channel></rss>