本文简述了 BitMask 的(一种)使用场景和实现方法 游戏开发中往往会遇到不同游戏逻辑触发相同游戏操作的情况,举个简单的例子:在播放游戏过场动画时,我们往往需要隐藏游戏UI;而当我们进行游戏截屏时 解决该问题的一种方法就是使用 BitMask,即通过位掩码来"分离"相同的游戏操作,说的有些抽象,我们直接看源码便明白了~ 首先是 BitMask 的实现: using UnityEngine; public class BitMask { private int m_num; public BitMask(bool state = true) { m_num = = 0; } } 使用上面的 BitMask,我们重新实现下之前的功能需求(过场动画和游戏截屏都需要隐藏游戏UI): enum UIActiveMask { Cutscene = 0, Capture, } BitMask mask = new BitMask(true); void OnEnterCutscene() { mask.Set(UIActiveMask.Cutscene
二分 or 回溯 or bitmask dp 0.导语 在leetcode上有如下四种题目,做法类似,题目描述大同小异,涉及的算法包括:状态压缩dp、二分、递归、回溯,可算得上是比较好的几道题,今天来做个小结 ; if (group[i] <= 0) break; } return false; } }; 实现2:dp+bit mask 采用bitmask ); works[i] -= jobs[pos]; if (works[i] <= 0) break; } } }; 实现3:bitmask ]; if (sessions[i] <= 0) break; // 剪枝 } return false; } }; 实现2:dp+bitmask
value=1, ) bitmask = bitmask.bool() bitmask = bitmask.unsqueeze(2) tokens = (~bitmask)*tokens + bitmask value=1, ) bitmask = bitmask.bool() bitmask = bitmask.unsqueeze(2) tokens = (~bitmask)*tokens + bitmask value=1, ) bitmask = bitmask.bool() bitmask = bitmask.unsqueeze(2) tokens = (~bitmask)*tokens + bitmask value=1, ) bitmask = bitmask.bool() bitmask = bitmask.unsqueeze(2) tokens = (~bitmask)*tokens + bitmask value=1, ) bitmask = bitmask.bool() bitmask = bitmask.unsqueeze(2) tokens = (~bitmask)*tokens + bitmask
= bitmask.bool() bitmask = bitmask.unsqueeze(2) tokens = (~bitmask)*tokens + bitmask*mask_tokens = bitmask.bool() bitmask = bitmask.unsqueeze(2) tokens = (~bitmask)*tokens + bitmask*mask_tokens = bitmask.bool() bitmask = bitmask.unsqueeze(2) tokens = (~bitmask)*tokens + bitmask*mask_tokens = bitmask.bool() bitmask = bitmask.unsqueeze(2) tokens = (~bitmask)*tokens + bitmask*mask_tokens = bitmask.bool() bitmask = bitmask.unsqueeze(2) tokens = (~bitmask)*tokens + bitmask*mask_tokens
Min Max Units Scale Snow_BRDF_Albedo Snow-free or snow BRDF/albedo retrieved 0 Snow_BRDF_Albedo Bitmask albedo retrieved BRDF_Albedo_Platform BRDF albedo platform information 0 BRDF_Albedo_Platform Bitmask Terra1: Terra/Aqua2: Aqua BRDF_Albedo_LandWaterType Land/water type 0 BRDF_Albedo_LandWaterType Bitmask 254 Degrees 0 BRDF_Albedo_ValidObs_Band1 Valid observation for band 1 0 BRDF_Albedo_ValidObs_Band1 Bitmask 1: Snow albedo retrieved BRDF_Albedo_PlatformBRDF albedo platform information0BRDF_Albedo_Platform Bitmask
albedo mandatory quality for shortwave broadband 0 BRDF_Albedo_Band_Mandatory_Quality_shortwave Bitmask BRDF_Albedo_Band_Mandatory_Quality_Band2BRDF albedo mandatory quality for band 20BRDF_Albedo_Band_Mandatory_Quality_Band2 Bitmask BRDF_Albedo_Band_Mandatory_Quality_Band3BRDF albedo mandatory quality for band 30BRDF_Albedo_Band_Mandatory_Quality_Band3 Bitmask BRDF_Albedo_Band_Mandatory_Quality_Band4BRDF albedo mandatory quality for band 40BRDF_Albedo_Band_Mandatory_Quality_Band4 Bitmask BRDF_Albedo_Band_Mandatory_Quality_Band5BRDF albedo mandatory quality for band 50BRDF_Albedo_Band_Mandatory_Quality_Band5 Bitmask
albedo mandatory quality for shortwave broadband 0 BRDF_Albedo_Band_Mandatory_Quality_shortwave Bitmask BRDF_Albedo_Band_Mandatory_Quality_Band2BRDF albedo mandatory quality for band 20BRDF_Albedo_Band_Mandatory_Quality_Band2 Bitmask BRDF_Albedo_Band_Mandatory_Quality_Band3BRDF albedo mandatory quality for band 30BRDF_Albedo_Band_Mandatory_Quality_Band3 Bitmask BRDF_Albedo_Band_Mandatory_Quality_Band4BRDF albedo mandatory quality for band 40BRDF_Albedo_Band_Mandatory_Quality_Band4 Bitmask BRDF_Albedo_Band_Mandatory_Quality_Band5BRDF albedo mandatory quality for band 50BRDF_Albedo_Band_Mandatory_Quality_Band5 Bitmask
-> 0 └── 1536 & bitmask == 0 1101 1110 1011 -> 3563 0001 1111 1111 -> bitmask ──── 这种对齐检查可以在 Go 中执行,如下所示: alignment := int(uintptr(unsafe.Pointer(&block[0])) & uintptr(bitmask)) 前面的 512 让我们看一下 、 bitmask prevOffset landingOffset 和 nextOffset 的二进制表示。 + dataSize + bitmask) & ^bitmask 最终代码 package main import ( "errors" "github.com/go-faker/faker/v4 " ) const ( // alignment = 4 /* bytes */; bitmask = alignment - 1 bitmask = 3 ) type Arena struct
BRDF_Albedo_Band_Mandatory_Quality_Band2BRDF albedo mandatory quality for band 20BRDF_Albedo_Band_Mandatory_Quality_Band2 Bitmask BRDF_Albedo_Band_Mandatory_Quality_Band3BRDF albedo mandatory quality for band 30BRDF_Albedo_Band_Mandatory_Quality_Band3 Bitmask BRDF_Albedo_Band_Mandatory_Quality_Band4BRDF albedo mandatory quality for band 40BRDF_Albedo_Band_Mandatory_Quality_Band4 Bitmask BRDF_Albedo_Band_Mandatory_Quality_Band5BRDF albedo mandatory quality for band 50BRDF_Albedo_Band_Mandatory_Quality_Band5 Bitmask BRDF_Albedo_Band_Mandatory_Quality_Band6BRDF albedo mandatory quality for band 60BRDF_Albedo_Band_Mandatory_Quality_Band6 Bitmask
(比如null bitmask,int类型等,甚至还有逻辑顺序和物理顺序之分). 我们使用python代码来表示就清楚多了def get_nullbitmask_crc32(null_count,null_bitmask,status=True): null_bitmask null_count+1)%8 ) null_bitmask[-1] = null_mask null_bitmask[0] |= 1 return binascii.crc32(bytes(null_bitmask))null_count: 就是表有多少个字段可以为空.null_bitmask 就是用来表示实际行是否为空的字节 (毕竟server层做的计算)分析对于stored和virtual是一样的就说明virtual也会占用null bitmask但不占用存储(花里胡哨的). stored不但占用null bitmask还会占用存储
#################### prefix_to_bit_netmask() { prefix=$1; shift=$(( 32 - prefix )); bitmask space= if [ $(( i % 8 )) -eq 0 ]; then space=" "; fi bitmask ="${bitmask}${space}${num}" done echo $bitmask } bit_netmask_to_wildcard_netmask() { bitmask =$1; wildcard_mask= for octet in $bitmask; do wildcard_mask="${wildcard_mask} $(( 255
circleOfRadius: 30) node.physicsBody = physicsBody physicsBody.categoryBitMask = Collision.Masks.killing.bitmask physicsBody.collisionBitMask = Collision.Masks.player.bitmask | Collision.Masks.ground.bitmask physicsBody.contactTestBitMask = Collision.Masks.player.bitmask | Collision.Masks.ground.bitmask physicsBody.fieldBitMask = Collision.Masks.player.bitmask | Collision.Masks.ground.bitmask physicsBody.affectedByGravity = true physicsBody.allowsRotation =
这里有一些简单的宏定义, 用于 char 数组: #include <limits.h> /* for CHAR_BIT */ #define BITMASK(b) (1 << ((b) % CHAR_BIT )) #define BITSLOT(b) ((b) / CHAR_BIT) #define BITSET(a, b) ((a)[BITSLOT(b)] |= BITMASK(b)) #define BITTEST (a, b) ((a)[BITSLOT(b)] & BITMASK(b)) 如果你没有 <limits.h>, 可以定义 CHAR BIT 为 8。
导读在整理innodb数据存储格式的时候, 发现有位大佬的博客 中说: 主键非叶子节点 不需要记录null bitmask.按道理来讲, 确实是不需要(毕竟主键的非叶子节点只有主键值, 主键值一定是非空 , 那就没必要记录null bitmask了), 但我们应该以实际为主(设计的时候可能没有考虑这些).我们实际测试出来是有记录null bitmask的. 测试版本范围5.0 --> 8.0,主键非叶子节点均存在null bitmask.测试验证过程Mysql安装过程就不写了, 需要注意的是要在配置文件加上innodb_file_per_table=1, 有的小伙伴可能会好奇, 主键的非叶子节点的字段都不为空啊, 那这个null bitmask是记录的谁的呢? 测试发现是记录的剩余字段的.但由于非叶子节点不存储剩余字段信息,所以这个null bitmask也就一直是0. (虽然一直是0,但也得记录).
: No1: Yes bad_pixel_mask Mask that distinguishes good from bad pixels 0 0 bad_pixel_mask Bitmask 0: No1: Yes dcomp_quality DCOMP processing information bit flags 0 0 dcomp_quality Bitmask Boundary layer inversion assumed 0: No 1: Yes acha_qualityACHA quality flags00acha_quality Bitmask Thin cloud 0: No 1: Yes dcomp_qualityDCOMP processing information bit flags00dcomp_quality Bitmask Convergency 0: No 1: Yes Bit 6: Glint 0: No 1: Yes glint_maskGlint mask00glint_mask Bitmask
T> constexpr std:: enable_if_t< std::conjunction_v<std::is_enum<T>, // look for enable_bitmask_operator_or // to enable this operator ① std::is_same<bool, decltype(enable_bitmask_operator_or Read = 1, Write, Execute, }; // Opt-in for operator| ② constexpr bool enable_bitmask_operator_or (Permission); } // namespace Filesystem 这个玩法就是针对部分提供enable_bitmask_operator_or 的enum class 提供 operator to // enable this operator ① enable_bitmask_operator_or(e); }) constexpr auto operator|(const T
case killing, player, reward, ground var bitmask: UInt32 { return 1 << self.rawValue } 匹配掩码 在结构碰撞下方,声明掩码变量 UInt32, second : UInt32) func matches (_ first : Masks, _ second : Masks) -> Bool { return (first.bitmask == masks.first && second.bitmask == masks.second) || (first.bitmask == masks.second && second.bitmask
meters % 0 orbit_pnt Orbit pointer 0 15 1000 meters 0 QF1 Quality flags 1 1000 meters 0 QF1 Bitmask 7: This cirrus emissive 0: No cloud1: Cloud QF3 Quality flags 3 1000 meters 0 QF3 Bitmask No1: YesBit 7: Bad M10 SDR data 0: No1: Yes QF4 Quality flags 4 1000 meters 0 QF4 Bitmask oceanBit 7: Missing PW input data 0: No1: Yes QF5 Quality flags 5 1000 meters 0 QF5 Bitmask 1: Cloud Bit 7: This cirrus emissive 0: No cloud 1: Cloud QF3Quality flags 31000 meters0QF3 Bitmask
位于null bitmask和record header之间. _read_innodb_varsize()# NULL BITMASK计算for _phno,colno in self.table.column_ph: col = self.table.column += 1 if col['is_nullable'] else 0 else: null_bitmask_count += 1 if col['is_nullable'] else else: #self.debug(f"NULLABLE {col['name']}: is_nullable:{col['is_nullable']} null_bitmask += 1 if col['is_nullable'] and null_bitmask&(1<<_nullable_count): _data[colno],_
options = f'interval_count={len(col["elements"])}默认值默认值分为: 是否有默认值 和 默认值.前面我们讲的默认值结构有点问题, flag部分不是定长的, 而是一个bitmask 对于这种使用bitmask来表示是否为空(有默认值)的方式在行存储的时候也会使用到.如果存在pack_record, 则bitmask从第一个bit位置开始计算, 否则从第二个bit开始计算.null_bitmask_adds = 0 if self.pack_record == 1 else 1default_value_null = False if self.default_value_null_bitmask&(1< <(i+null_bitmask_adds)) == 0 else True对于定长类型,DEFAULT_VALUE部分直接记录值, 对于变长类型, 则会使用1-2字节记录长度, 随后记录数据, 不够的填充 计算默认值的时候, 还得考虑精度.元数据中的"recpos-1"即表示该字段位于DEFAULT_VALUE(bitmask)的起始位置, 结束位置是下一个字段的开始位置.是否为空字段非空约束则是来自 pack_flag