A. 华硕ROG MAXIMUS X FORMULA主板M.2固态散热器表面的一块像胶质一样的东西要不要摘掉
那个是传热硅胶垫,加强散热的,不要去掉。
B. 华硕的 Rampage III Extreme 和Rampage III Formula两块主板什么具体区别
Rampage III Extreme 是华硕 玩家国度系列X58的最高级主板 RampageIII Formula在板载芯片组上和Rampage III Extreme是一样的 主要区别在于缺少1条PCI-E显卡插槽和移除了手机蓝牙超频功 供电上R3F比R3E少了个FPCAP电容(滤波用) !
所以说 如果你不是要玩4卡CF, 那么Rampage III Formula足够使用
C. 块语言编程游戏最后一关怎么过
var cs1 = 0;
var cs2 = 180;
while(true){
var random = Math.random()*360;
move(random);
shut(random);
}
function move(random){
swim(cs1);
}
function shut(random){
if(scan(cs1,20)<=70){
if(scan(cs2,20)<=70){
cs2 = cs1-15;
cannon(cs1-5,scan(cs1-10,10))
}else{
cs1 += 5;
cs2 = cs1-15;
cannon(cs1-5,scan(cs1-10,10))
}
}else if(scan(cs2,20)<=70){
cs1 -= 5;
cs2 = cs1-15;
cannon(cs1-5,scan(cs1-10,10))
}else{
cs1 += 20;
}
}
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版权声明:本文为CSDN博主「猫儿不哭」的原创文章,遵循 CC 4.0 BY-SA 版权协议,转载请附上原文出处链接及本声明。
原文链接:
/* sniper */
/* strategy: since a scan of the entire battlefield can be done in 90 */
/* degrees from a corner, sniper can scan the field quickly. */
/* external variables, that can be used by any function */
var corner = 0; /* current corner 0, 1, 2, or 2 */
var sc = 0; /* current scan start */
var range; /* range to target */
/* initialize the corner info */
/* x and y location of a corner, and starting scan degree */
var c1x = 2, c1y = 2, s1 = 0;
var c2x = 2, c2y = 98, s2 = 270;
var c3x = 98, c3y = 98, s3 = 180;
var c4x = 98, c4y = 2, s4 = 90;
var closest = Infinity;
new_corner(); /* start at a random corner */
var d = damage(); /* get current damage */
var dir = sc; /* starting scan direction */
while (true) { /* loop is executed forever */
while (dir < sc + 90) { /* scan through 90 degree range */
range = scan(dir, 2); /* look at a direction */
if (range <= 70) {
while (range > 0) { /* keep firing while in range */
closest = range; /* set closest flag */
cannon(dir, range); /* fire! */
range = scan(dir, 1); /* check target again */
if (d + 15 > damage()) /* sustained several hits, */
range = 0; /* goto new corner */
}
dir -= 10; /* back up scan, in case */
}
dir += 2; /* increment scan */
if (d != damage()) { /* check for damage incurred */
new_corner(); /* we're hit, move now */
d = damage();
dir = sc;
}
}
if (closest == Infinity) { /* check for any targets in range */
new_corner(); /* nothing, move to new corner */
d = damage();
dir = sc;
} else { /* targets in range, resume */
dir = sc;
}
closest = Infinity;
}
/* new corner function to move to a different corner */
function new_corner() {
var x, y;
var rand = Math.floor(Math.random() * 4); /* pick a random corner */
if (rand == corner) /* but make it different than the */
corner = (rand + 1) % 4;/* current corner */
else
corner = rand;
if (corner == 0) { /* set new x,y and scan start */
x = c1x;
y = c1y;
sc = s1;
}
if (corner == 1) {
x = c2x;
y = c2y;
sc = s2;
}
if (corner == 2) {
x = c3x;
y = c3y;
sc = s3;
}
if (corner == 3) {
x = c4x;
y = c4y;
sc = s4;
}
/* find the heading we need to get to the desired corner */
var angle = plot_course(x,y);
/* start drive train, full speed */
/* keep traveling until we are within 15 meters */
/* speed is checked in case we run into wall, other robot */
/* not terribly great, since were are doing nothing while moving */
while (distance(getX(), getY(), x, y) > 15)
drive(angle, 100);
/* cut speed, and creep the rest of the way */
while (distance(getX(), getY(), x, y) > 1)
drive(angle, 20);
/* stop drive, should coast in the rest of the way */
drive(angle, 0);
} /* end of new_corner */
/* classical pythagorean distance formula */
function distance(x1, y1, x2, y2) {
var x = x1 - x2;
var y = y1 - y2;
return Math.sqrt((x * x) + (y * y));
}
/* plot course function, return degree heading to */
/* reach destination x, y; uses atan() trig function */
function plot_course(xx, yy) {
var d;
var x,y;
var curx, cury;
curx = getX(); /* get current location */
cury = getY();
x = curx - xx;
y = cury - yy;
/* atan only returns -90 to +90, so figure out how to use */
/* the atan() value */
if (x == 0) { /* x is zero, we either move e north or south */
if (yy > cury)
d = 90; /* north */
else
d = 270; /* south */
} else {
if (yy < cury) {
if (xx > curx)
d = 360 + Math.atan_deg(y / x); /* south-east, quadrant 4 */
else
d = 180 + Math.atan_deg(y / x); /* south-west, quadrant 3 */
} else {
if (xx > curx)
d = Math.atan_deg(y / x); /* north-east, quadrant 1 */
else
d = 180 + Math.atan_deg(y / x); /* north-west, quadrant 2 */
}
}
return d;
}
/* rabbit */
// rabbit runs around the field, randomly and never fires; use as a target.
/* go - go to the point specified */
function go (dest_x, dest_y) {
var course = plot_course(dest_x, dest_y);
while (distance(getX(), getY(), dest_x, dest_y) > 5) {
drive(course, 25);
}
while (speed() > 0) {
drive(course, 0);
}
}
/* distance forumula. */
function distance(x1, y1, x2, y2) {
var x = x1 - x2;
var y = y1 - y2;
return Math.sqrt((x * x) + (y * y));
}
/* plot_course - figure out which heading to go. */
function plot_course(xx, yy) {
var d;
var curx = getX();
var cury = getY();
var x = curx - xx;
var y = cury - yy;
if (x == 0) {
if (yy > cury) {
d = 90;
} else {
d = 270;
}
} else {
if (yy < cury) {
if (xx > curx) {
d = 360 + Math.atan_deg(y / x);
} else {
d = 180 + Math.atan_deg(y / x);
}
} else {
if (xx > curx) {
d = Math.atan_deg(y / x);
} else {
d = 180 + Math.atan_deg(y / x);
}
}
}
return d;
}
while (true) {
// Go somewhere in the field.
var x = Math.random() * 100;
var y = Math.random() * 100;
go(x, y);
}
/* counter */
/* scan in a counter-clockwise direction (increasing degrees) */
/* moves when hit */
var range;
var last_dir = 0;
var res = 2;
var d = damage();
var angle = Math.random() * 360;
while (true) {
while ((range = scan(angle, res)) != Infinity) {
if (range > 70) { /* out of range, head toward it */
drive(angle, 50);
var i = 1;
while (i++ < 50) /* use a counter to limit move time */
;
drive (angle, 0);
if (d != damage()) {
d = damage();
run();
}
angle -= 3;
} else {
while (!cannon(angle, range))
;
if (d != damage()) {
d = damage();
run();
}
angle -= 15;
}
}
if (d != damage()) {
d = damage();
run();
}
angle += res;
angle %= 360;
}
/* run moves around the center of the field */
function run() {
var i = 0;
var x = getX();
var y = getY();
if (last_dir == 0) {
last_dir = 1;
if (y > 51) {
drive(270, 100);
while (y - 10 < getY() && i++ < 50)
;
drive(270, 0);
} else {
drive(90, 100);
while (y + 10 > getY() && i++ < 50)
;
drive(90, 0);
}
} else {
last_dir = 0;
if (x > 51) {
drive(180, 100);
while (x - 10 < getX() && i++ < 50)
;
drive(180, 0);
} else {
drive(0, 100);
while (x + 10 > getX() && i++ < 50)
;
drive(0, 0);
}
}
}
/* rook.r - scans the battlefield like a rook, i.e., only 0,90,180,270 */
/* move horizontally only, but looks horz and vertically */
/* move to center of board */
if (getY() < 50) {
while (getY() < 40) /* stop near center */
drive(90, 100); /* start moving */
} else {
while (getY() > 60) /* stop near center */
drive(270, 100); /* start moving */
}
drive(0, 0);
while (speed() > 0)
;
/* initialize starting parameters */
var d = damage();
var course = 0;
var boundary = 99;
drive(course, 30);
/* main loop */
while(true) {
/* look all directions */
look(0);
look(90);
look(180);
look(270);
/* if near end of battlefield, change directions */
if (course == 0) {
if (getX() > boundary || speed() == 0)
change();
}
else {
if (getX() < boundary || speed() == 0)
change();
}
}
/* look somewhere, and fire cannon repeatedly at in-range target */
function look(deg) {
var range;
while ((range = scan(deg, 4)) <= 70) {
drive(course, 0);
cannon(deg, range);
if (d + 20 != damage()) {
d = damage();
change();
}
}
}
function change() {
if (course == 0) {
boundary = 1;
course = 180;
} else {
boundary = 99;
course = 0;
}
drive(course, 30);
}
var west = false;
while (true) {
x();
deg();
}
function x(){
for(var i = 0; i <= 360; i += 20){
if(scan(i, 20) <= 70){
cannon(i, scan(i, 20));
}
}
}
function deg(){
if (west) {
if (getX() > 25) {
swim(180, 100);
} else {
west = false;
swim(0, 0);
}
} else {
if (getX() < 75) {
swim(0, 100);
} else {
west = true;
swim(0, 0);
}
}
}
D. revv币怎么样
REVV 是基于以太坊的 ERC 20 代币,和目前在 437 家加密货币交易所交易的 6498 种数字货币一样是同质化代币(Fungible Token,非独特的、可与同类代币互换的代币),由区块链游戏公司 Animoca Brands 为其被授权运营的系列赛车游戏发行的应用代币和游戏内货币。目前 REVV 支持的区块链赛车游戏包括一级方程式 F1_ Delta Time、3 月 26 日上线的世界摩托车锦标赛 MotoGP_gnition,未来还将延伸至电动方程式赛车 Formula E。
尽管 Animoca Brands 早于 2019 年 3 月宣布与世界顶级汽车赛事 F1 合作开发区块链游戏 F1_ Delta Time,并从前年 5 月开始先后通过赛车赛道拍卖、赛车及其零部件销售获得了 5,289,541 美元的 F1 NFT 销售总额(http://Nonfungible.com 4 月 7 日数据),但于去年 9 月 4 日在 Uniswap 上线发行的 REVV 旨在扩展赛车游戏 NFT 的用户基础,实现对游戏资产真正的数字所有权,给予玩家游戏内财产的自由支配权和控制权——其中大部分是代币化的。
目前,REVV 可以在 Uniswap、Sushiswap 等去中心化交易所、KuCoin、Bittrex、Bithumb Global、MXC 等中心化交易所购买。
1.什么是 F1_ Delta Time?
F1_ Delta Time 是 F1 一级方程式赛车联盟授权 Animoca Brands 开发运营的区块链游戏,游戏中的 NFT,包括独特的赛车、车手、汽车部件、车手装备或轮胎等使用 ERC-721 标准,并在以太坊上运行。F1_ Delta Time 游戏中,从车手和赛车到发动机和轮胎的所有东西都以具有各自属性的非同质化代币(NFT)存在。
2.什么是 MotoGP Ignition?
MotoGP_gnition 的是收藏与赛车管理并重的 NFT 游戏。Ignition Complete 是 MotoGP_gnition 的收藏品平台,玩家收集 MotoGP 传奇车手和摩托车,与其他玩家进行交易,完成集卡和进行收集挑战。收集品将以 NFT 收藏卡形式呈现,玩家可通过购买卡包获得收藏卡,每个卡包随机包含该主题的 3 张卡(如果幸运的话,有可能开出传奇卡!),开包时揭晓卡包的主题,这个主题确定你获得的 NFT 类型。
E. 我换了块主板,怎么启动以后就跳出来bootmgr is missing,系统是WIN7的,主板是华硕Maximus V Formula
BIOS设置好了没?恢复默认设置。