跳至主要内容

Tencent Q2 2023 Earnings Call Transcript

 

  • Turning to mini programs, we're now serving more than 1.1 billion users on a monthly basis, and their engagement grew significantly as time spent per DAU increased double digit year on year in the second quarter. Four million developers participate in our mini program ecosystem, offering a breadth of mini programs ranging from public services and productivity tools to AI-powered photo editors. Today, I would like to walk you through our recent success in mini games as a vertical use case example. Mini games engage over 400 million MAU and 300,000 game developers -- build a point that mini program framework.
    Both leading game companies and smaller studios actively develop and operate mini games, including casual games, card games, and many other types of games. In the second quarter, more than 100 mini games each achieved quarterly gross receipts of over 10 million RMB. The strong growth of mini games demonstrates a compelling value proposition for developers. Firstly, for developers with innovative game concepts, we help them to reduce entry barriers and launch costs.
    They can build a user base through social sharing, pre-existing login, and instant play infrastructure offered by the Weixin ecosystem. Secondly, for developers with successful app games when enabling them to extend their reach to a new audience of non-app users by porting to mini games. Thirdly, developers can benefit from advancement in mini games' infrastructure, leveraging our know-how and game technology. For example, our infrastructure can now support sophisticated genres, such as shooters, with fast loading and smooth gameplay.
    Mini games also provide Tencent with significant strategic value. First, through mini games, we host the largest casual game community in China with hundreds of millions of MAU, substantially exceeding the MAU of the largest app-based casual games in the market. Second, mini games allow us to expand our audience base and cultivate new gamers. Over 50% of mini games MAU do not play Tencent app games, and half of mini games MAU are female.
    Finally, mini games provide us with game distribution and ad revenues characterized by high margins and platform economics as opposed to hit-driven dynamics. From a reporting perspective, we report net platform fees to Tencent instead of gross user spend as revenue, and we allocate these fees to social networks subsegment instead of games subsegment. Therefore, growth in third-party mini games does not benefit our game segment revenue but flows through to our vast segment in the form of high-margin revenues. Developers can also buy advertising and contribute to our advertising revenue.
    小游戏平台最大的价值是降低游戏的开发门槛,上面这段值得多次体会

  • And then we saw it still fast but not as fast growth in May, June, and that continues in July. We continue to see all ad categories, except automotive, up double digits year on year as we -- in recent weeks. I think that looking forward through the rest of the year, obviously, advertising does depend, to some extent, on domestic consumption trends. But it's important to bear in mind that, first of all, domestic consumption trends weren't that good during the second quarter, and yet we grew 34% year on year.
    即使经济不好,也需要硬着头皮冲,寒冬对于腾讯这样的头部企业来说,其实算是利好

  • So, overall, certainly very cognizant of the macro risks, but there's been macro risk all year, and optimistic that we'll continue outgrowing the industry through the rest of the year.
    确实,世界上各个角落,一直存在着风险,但生意还是要继续进行的

  • The training is actually on track and making very good progress. We have started internal testing in our different businesses, including games, ads cloud, fintech for them to start testing the model and start working on the integration. In terms of the performance of the model so far, I think, based on our own testing, it's among the top leading foundation models produced in China. And we are very relentlessly working on the upgrade and the iteration, right, to prepare it for launch at some point of time in the latter part of this year.
    2023年下半年推出大模型

  • For example, Tencent Meeting has already been deploying a model that is developed by one of our investee companies to provide a summary of the meeting notes. And it's actually providing pretty good user experience and productivity gains for the customers. So, I think we are actually embracing generative AI on multiple fronts, and they are all making very good progress. And over the mid to long run, we believe this is actually a very positive driver for our business.
    本质上腾讯思路和微软类似,也是利用AI技术优化现有的企业服务(如举例中的腾讯会议)的体验,提高ARPU值来追求价值

  • On the game question, then we believe that the primary driver of the flat domestic game revenue in the second quarter was not lack of new titles. We did launch some PC game titles. We didn't launch many mobile game titles, but even if we had, our revenue [Inaudible] means that will contribute more later in the year than during the second quarter. The primary factor was our decision to temporarily release less commercially impactful content.
    During the first quarter, we released the large quantity of commercially impactful content that resulted in our game grossing receipts increasing quite notably, substantially more than our game domestic revenue. And then in the second quarter, we took sort of a pause period, and in the third quarter, we've resumed releasing this commercially impactful content. In terms of the longevity of our evergreen games spend, we cited some data points around both bigger and smaller games as well as around some of the newer games that we hope to cultivate into evergreen status, including Fight of the Golden Spatula, including Arena Breakout, including Wild Rift. And I think in general, if you compare our competitive eSports type evergreen titles with more content driven titles, then there's a gigantic difference in terms of retention.
    And for many of our competitive eSports titles, there are actually periods and Fight of the Golden Spatula has been doing this in recent months, where net churn is negative, meaning that new content, in this case, Set-9 has caused more returning users or more lapsed users to return to the game, then we actually churned out of the game, which is something you don't really see in contact driven games. So, we have many years of experience of operating evergreen games. Some of our earlier evergreen games, like League of Legends and Honor of Kings are still very healthy today in terms of users and monetization. One aspect of operating those games for decades rather than years or quarters is alternating between heavier commercialization quarters versus lighter commercialization quarters.
    But the benefit is those games are popular and enduring for decades, and that's what we now also hope to achieve with the new would-be evergreen games such as Fight of the Golden Spatula, Arena Breakout, or Wild Rift. Thank you.
    一个技巧是一个季度加强商业化收入,另一个季度不做太强化,学到了!

  • So, I think there's a number of both longer-term and more immediate opportunities in the immediate but also ongoing opportunities. Then, if you look at video accounts, ad load is a tiny fraction of what our peers are already operating at. And so going forward, we will progressively enhance our ad load and that translates mechanically into more revenue. In addition, our peers generate around half of their advertising revenue from endemic or sort of native advertisers who are conducting e-commerce within their short video services.
    原来抖快广告收入的一半来自于短视频中的电子商务

  • So, as we grow the e-commerce within the video accounts, leveraging our existing mini program and Tenpay infrastructure, we're in a good place to cultivate that approximate doubling in advertising revenue opportunity. And then as Martin discussed, the time spent, which is the ultimate raw material for advertising revenue in video accounts almost doubled year-on-year as well. So, a very long runway for video accounts driven by higher times spent, driven by normalizing ad load, driven by cultivation of endemic advertisers. Then in terms of advertising technology, and if you look at the big ad tech-driven companies in the West, such as Meta, that's a never-ending journey in terms of just continuing to invest more in CPU and then GPU-driven machine learning infrastructure, continuing to enhance the neural network models for doing the ad targeting, continuing to shrink the rate at which you update the models through weekly, to daily, to hourly, to minute by minute to real-time, and that's a gift that appears to never stop giving.
    讲出了诗意,哈哈哈,that's a gift that appears to never stop giving.

  • In terms of e-commerce, I would say, before the launch of video accounts and live streaming e-commerce, right, we already have a lot of commerce activities that's happening on our mini programs. That's in the trillions of annualized GMV range. And I think out of that, a meaningful portion is actually related to physical products, e-commerce. So, I think if you look at physical product, e-commerce GMV, it's exceeding 1 trillion RMB in terms of annualized GMV.
    好惊人的GMV规模
    换算一下按10亿用户,即每人每年买1000块的实物商品,我认为算是合理估计,没有夸大,
    按2%的价值贡献来算,这里也有着200亿元

  • And if you look at live streaming, right, that's a new source of revenue and a new series of e-commerce activities. And so far, the size of it is in the tens of billions RMB annualized run rate. So, that's why we feel that it's actually sort of at a very early stage of development. But the fundamental difference here is that these are e-commerce revenues that we can charge a take rate.
    And at the same time, it actually helps a lot of the merchants to acquire new customers, right? If you look at the mini programs' e-commerce activities, the merchants are essentially using their own channels to serve existing customers and try to drive repeat purchases from existing customers, whereas in the live streaming e-commerce activity is they're actually leveraging this platform to market their products and services to a new set of customers, right? And so, it actually represent a different dynamics and at the same time, without -- it complements the mini program e-commerce activities as well over time. So, I would say, the live streaming e-commerce activity is a very nice addition to the overall e-commerce activities within the overall ecosystem. And it would actually be much more revenue generating for us as well because it generates commissionary revenue. It also generates more advertising within video accounts because all these merchants will be spending ad dollars in order to drive new customers into their live streaming e-commerce sessions.

  • Well, why don't I talk about the synergies versus competition, and perhaps John will give you some thoughts on the first part of your question? On the dynamic, in general, we see three broad categories of games in China today. There are competitive eSports type games that handled properly are relatively evergreen in nature. And we have a very strong position in that market with all of the top games. And now with Wild Rift, Arena Breakout, and Fight of the Golden Spatula, we believe we're nurturing three more of those games.
    And they are evergreen in nature, and they'll be generating cash flow for us for decades rather than years to come, we think. Then secondly, there's the more story or content-driven games, which historically has been a weaker area for us. There's been a number of very good launches by our competitors in the last few months, including -- well, anyway. And we think that, that signals to some extent a renaissance in that category, and we would like to participate over time in that renaissance.
    So, we have some big narrative driven content-rich games in development, and time will tell how successful they are. But for us, it's sort of greenfield and largely upside. And then thirdly, there are casual games. And if you look at the Western world, then every year or two there's a new app-based casual game and among us sort of four guys that generates great attention, especially among younger users and then typically reaches a certain point and then declines from that point.
    But the really big development in the past five years, which we've been following extremely closely, has been the emergence of platforms, in particular the Roblox platform. And while the individual app-based games come and go in the casual category, in the platforms, then the individual experiences also come and go, but the platforms appear to -- in extra to be -- grow in terms of both users and revenue. So, we believe that the right way to address the casual game opportunity is primarily -- not entirely, but primarily through the platform model. We have a platform that is over five times bigger than any single app-based casual game in terms of users and also in terms of revenue, and it's growing at an extremely rapid rate year-on-year as new casual game experiences appear on that platform.
    In terms of the cannibalization, then there's three sort of broad buckets of users of roughly similar size. One bucket is those who have historically played app and client-based games continues to do so, do not play the mini games. A second bucket is those who had not previously played Tencent games at all and are only now playing Tencent mini games. And then a third bucket is those who do both.
    And we don't see any evidence of cannibalization because even for those who do both, they're generally playing different kinds of games, different dayparts for the mini games versus what they're doing through the app-based or client-based games. So, in our view, the mini game platform is largely incremental rather than cannibalistic to our app-based games. It gets us into this big emerging casual game opportunity, and it gets us into it in a way that we think is the best way to get into it, which is as a Roblox-like platform rather than as a stand-alone app with a stand-alone game experience that flourishes for a period of time and then it gives way to the next hit.
    ──非常经典的游戏战略描述!!! 1)常青的竞技类游戏;2)尝试切入内容/故事驱动的游戏品类;3)休闲类游戏品类-通过微信小游戏来构建平台来实现(类比于Roblox)
    ──这里给我的另一个问题是:腾讯之前和Roblox的合作-罗布乐思,是一个幌子?还是因为没做起来?只能微信自己下场干?

  • Why don't I start on both of those, and Martin may supplement? So, on the competitive environment for games, I'll repeat some of the answers to the last question, which is we see these three broad categories. One being the more competitive eSports games where we already have a very strong presence. We're doubling down on that with the success of the three new eSports games we've talked about. A second being the more content or narrative-driven games where competition has intensified, a number of companies have brought some good games to market recently.
    That doesn't come at our expense because historically we generate very little revenue in that category, rather it's a category that we're looking forward to entering more actively in the years to come. And then thirdly, with the casual games, where there's a number of industry peers who are sort of seeking to be among us, and we're seeking to be Roblox. And that's fine, both businesses are good businesses, but we certainly are very happy with the business choice we have made of adopting the platform approach. So, that's on the game competition aspect.
    In terms of the sensitivity to the macro environment, then if we just touch briefly on each of advertising, fintech and games. Starting with games, while it was clearly not the best quarter for our domestic game revenue, I think that was completely unrelated to macro. In fact, in an environment where macro is challenged, consumers are shifting to lower ticket price experiences, consumers are shifting from goods to services, in theory is pretty good for the game industry. And as a parallel, I'd point you to the movie theater industry in China, the movie ticketing where, as you may know, movie ticketing has been extremely strong in the last two to three months as people look for affordable entertainment driven experiences rather than highly priced luxuries and so forth.
    ──消費者正在轉向低票價體驗,消費者正在從商品轉向服務,理論上對遊戲行業來說是相當不錯的。作為类比,我想指出中國的電影院行業,電影票務,你可能知道,在過去的兩三個月里,電影票務非常強勁,因為人們尋找負擔得起的娛樂驅動體驗,而不是高價奢侈品等等。
    ──非常insightful

  • So, I think the game business both in China and globally, historically has not been economically cyclical and we don't believe it will become economically cyclical now in China. In terms of the advertising business, that could be economically cyclical. It should be economically cyclical. However, it's not sensitive so much to net exports or property prices.
    It's more directly sensitive to consumption spending. And so far, consumption spending has been recovering albeit at a very gradual measured pace. Again, we believe that whatever happens going forward to the macro environment and if net exports and real estate and so forth eventually impact consumer, that we will outperform because we're in the early stages of monetizing video accounts because we're in the early stages of deploying ad tech and because we deliver very high ROIs, which mean advertisers should stay with us for longer.And then on the fintech business and particularly the commercial payments within fintech, that does reflect economic activity, particularly consumer activity somewhat in real-time. And so, I think that, that is the business where macro variable plays the most into our revenue fluctuations.
    We do have a number of different services within fintech beyond the immediate commercial payments. We talked about how in this supportive regulatory environment, we look forward to extending and launching new such services, but a commercial payment is probably the area where for better or worse, we're most directly exposed to macroeconomic fluctuations on a month-to-month basis. Thank you.
    ──游戏这门生意,并不依赖经济周期

  • So, if I want to add right now, I would say on the Banhao side, we actually are very excited about the issuance of Banhaos because the gaming industry is really driven by innovation and without innovation, the market doesn't grow. And I think the fact that we have seen a growth in the overall market is because of the fact that we are seeing new innovations of new games. So, when the overall market expanding, I think we benefit, we'll be bringing new titles to the market. And at the same time, I think if you look at the mini cash -- at the mini games platform, right, it actually benefits from the fact that there is more and more innovation within the market.
    ──小游戏也受益于各个小游戏公司的创新

Popular posts from 产品随想的博客

产品随想 | 周刊 第69期:Do not go gentle into that good night

Products Windows Apps That Amaze Us   https://amazing-apps.gitbook.io/windows-apps-that-amaze-us/ 令人精细的Windows App 文物出版社   https://book.douban.com/press/2456/ 这是一个宝藏出版社,出品书籍质量非常高,大开眼界 blind   https://www.teamblind.com/ 老外的匿名职场社交工具,挺有意思,看看硅谷的meme 中国科学技术大学测速网站   https://test.ustc.edu.cn/ 看着还不错,挺靠谱的 底层代码是LibreSpeed   https://github.com/librespeed/speedtest 能不能好好说话?   https://github.com/itorr/nbnhhsh 也是我的一个痛点 Tree Style Tab (aka TST)   https://github.com/piroor/treestyletab 一个超强的浏览器扩展插件,树状呈现浏览器标签 Failory Pitch Decks   https://www.failory.com/pitch-deck 超级多的融资计划投资板,Pitch Book AutoCut   https://github.com/mli/autocut 用文本编辑器剪视频 全网漫游指南   https://tagly.notion.site/tagly/a333efd8c3e54e12b123acd541e8d3e6 数字时代的指引,希望他们成功 IT eBooks   https://it-ebooks.info/ IT书籍下载 ToastFish   https://github.com/Uahh/ToastFish 一个利用摸鱼时间背单词的软件。 利用Win10通知栏,出现、背单词 Ideas 沈向洋:IDEA 如何找到创新的「甜区」   https://mp.weixin.qq.com/s/OlI5VUxQKU_ijWZClQCG0Q AIGC How Did Nor...

Foobar2000 组件安装教程

 原作者 博客地址   汉化作者 Asion博客   关于foobar 2000的一些资源 前言 foobar2000 由于其软件架构特点以及开放的姿态,使得第三方很容易开发组件(component)来拓展它的功能。由于在官网下载的默认安装文件只带了少量几个默认的组件,满足不了使用的需求,例如:默认不带 ape,tta,tak 等音频文件格式的解码器,很多无损压缩格式音乐没法播放。所以自己下载安装组件是必备的基本技能。 foobar2000 的中文汉化版(Asion 汉化)为了方便使用,集成了无损压缩文件解码器以及一些其它有用的插件,安装时选上即可,不喜欢折腾的建议使用汉化版。 这里组件指的是 foobar2000 标准组件(*.dll 文件),而非 vst 插件等其它插件,姑且把组件分为两类: 官方组件: 英文版安装包自带,安装时可选择; 第三方组件:非官方自带的组件 除了 foo_input_std.dll 和 foo_ui_std.dll 这两个组件是必须的外,其它的所有组件都 非必需 的,可以随需要增删。第三方组件可以去 官网 、 官方论坛 或者 官方 wiki 去找,也可以去贴吧等地逛逛。 下载 还是要强调一下,这里说的是 foobar2000 component ,不是中文网上通常说的 vst 插件。 下载好的组件包一般是 xxx.zip 或 xxx.fb2k-component 格式的文件,也有用 7z 打包的。前两种都是 zip 压缩(只要把 fb2k-component 改成 zip 文件就变成了 zip: 包)。标准状况下压缩包里的内容结构应该是 xxx.zip yyy.dll README.txt (可能没有) LICENCE.txt (可能没有) (其它杂七杂八) 除少数外一般只有一个 xxx.dll 文件.一定要注意压缩包结构不能是: xxx.zip yy folder (文件夹) zzz.dll … 否则要解压缩,提取那个 dll 文件。 安装 方法一(推荐) 打开 foobar2000 的菜单 文件 > 首选项(file >preferences) 的 组件(components...

产品随想 | 周刊 第88期:抢救中文社科历史讲座

  抢救中文人文社科历史讲座   https://github.com/jeffyus/renwenjiangzuo 苹果公司的招聘理念就是两点。 (1)优秀人才是自我管理的,但需要领导者为大家提供一个共同目标。 (2) 只有某个人看到 Macintosh 电脑感到无比兴奋,我们才会雇佣他。 ————喬布斯 衡量一个人的领导能力的最好方法,就是看如果这个人休假了,他的下属在做什么。 优秀的产品经理和工程师可以休假一周,他管理的工作不发生任何问题。优秀的主管和技术负责人可以休假一个月。领导能力越优秀,休假的时间就越长。 -- Andrew Bosworth,Facebook 的 CEO ——可惡,想了想,好像還真是這樣 阅读不会过时,除非写作过时了。写作不会过时,除非思考过时了。(Reading won't be obsolete till writing is, and writing won't be obsolete till thinking is.) -- Paul Graham ——深刻 Cheetah   https://github.com/leetcode-mafia/cheetah Cheetah is an AI-powered macOS app designed to assist users during remote software engineering interviews by providing real-time, discreet coaching and live coding platform integration. 對面試官的要求,變更高了,哈哈哈 AI's Hardware Problem   https://asianometry.substack.com/p/ais-hardware-problem 有趣,瓶頸在內存 Clash 入土为安   https://gyrojeff.top/index.php/archives/Clash-入土为安/ 有趣的介紹 OP Vault ChatGPT   https://github.com/pashpashpash/vault-ai Give ChatGPT long-term memory using the ...

Steve Jobs introduced the iPhone on January 9, 2007.

This is a day I’ve been looking forward to for two and a half years. Link Every once in a while, a revolutionary product comes along that changes everything. And Apple has been— well, first of all, one’s very fortunate if you get to work on just one of these in your career. Apple’s been very fortunate. It’s been able to introduce a few of these into the world. In 1984, we introduced the Macintosh. It didn’t just change Apple, it changed the whole computer industry. In 2001, we introduced the first iPod, and it didn’t just change the way we all listen to music, it changed the entire music industry. Well, today, we’re introducing three revolutionary products of this class. The first one is a widescreen iPod with touch controls. The second is a revolutionary mobile phone. And the third is a breakthrough internet communications device. So, three things: a widescreen iPod with touch controls; a revolutionary mobile phone; and a breakthrough internet communicat...

Interview at the All Things Digital D5 Conference, Steve and Bill Gates spoke with journalists Kara Swisher and Walt Mossberg onstage in May 2007.

Kara Swisher: The first question I was interested in asking is what you think each has contributed to the computer and technology industry— starting with you, Steve, for Bill, and vice versa. Steve Jobs: Well, Bill built the first software company in the industry. And I think he built the first software company before anybody really in our industry knew what a software company was, except for these guys. And that was huge. That was really huge. And the business model that they ended up pursuing turned out to be the one that worked really well for the industry. I think the biggest thing was, Bill was really focused on software before almost anybody else had a clue that it was really the software that— KS: Was important? SJ: That’s what I see. I mean, a lot of other things you could say, but that’s the high-order bit. And I think building a company’s really hard, and it requires your greatest persuasive abilities to hire the best ...

ISSUU使用指南--木喵

作者: 木喵   出处: Wonderworks 问:issuu是什么? 答:Issuu是国外的一个在线文档共享网站,它是你的PDF文档发布专家。它类似于我们熟悉的youtube,但它共享的是文档、杂志之类的文本。 简而言之、同志们想看国外的各种杂志? 想找国外的汇报文本么? 想借鉴国外学生的作品集么? 那么你就要用到它啦~ 今天主要和大家讲两个方面 一、如何在pc端使用和下载issuu上的pdf文档 首先我们打开issuu的网址 https://issuu.com/ 我们可以很清楚的看到网页上呢都是国外的杂志以及一些作者自己制作的pdf文档 首先我们点击右上角的 sign up  然后填写相关信息注册一个账户: 注册完成之后我们就可以搜索我们想要找的资料: 比如说,我想找一些分析图的资料,我们就搜索: architecture diagram 然后我们就可以看到相关的文档了: 点击你所选择的文档, 好了问题来了: sorry,this publication is not available 这个时候!就需要在用pc端的我们做一件必不可少的事: 翻墙 然后我们就能将页面刷新粗来了 好、接下来是非常有建设性意义的一步 怎样把我们网页上的文件 下载下来 呢? 截图? no~no~no~ 接下来,让木喵告诉你怎么下载: 首先你需要复制上面的网址 然后将 https://wenfan.hk/issuu/index_link.php 在另一个网址中打开 将你之前复制的pdf的网址粘贴在下面的对话框中 点击 I‘m not a robot 再点击 get it 然后会出现一堆网址代码 我们 全选 打开你的迅雷点击 新建 将你之前的复制粘贴到下载链接里 然后呢~我们就全都下载成功啦~ 然后我们回到之前的网页向下看 我们可以看到有上传文档的作者(记得要关注哟) 然后还有 info   share   stack   ❤ 如果...

《沸腾新十年》2007-2012

2007-2009 大幕拉启 早期玩iPhone的人觉得:它不支持复制粘贴、拍摄视频,也不能更改铃声、壁纸,还不能换电池、插存储卡,手机里的照片和备忘录等也没法复制到电脑中。(但它有Killing Feature是沉浸式的屏幕、上网功能) 在网龙的路演过程中,网龙创始人刘德建发现,在当时极为“高大上”的投资人群中,用iPhone已经蔚然成风 ──论有钱人带领的风潮 苹果早期是不支持第三方输入法的,这一问题要等到2014年iOS 8的推出才正式解决。 ──居然也封闭了整整七年 对于航班管家来说,好用户就是高频乘坐飞机出行的群体。以前,这个群体在哪里、如何捕捉,都是问题。但是iPhone的出现,天然筛选出了那些消费能力强劲的群体。 苹果公司和联通也在为没有好应用来推广iPhone而发愁,所以它们精选了6款应用。王江的航班管家和搜吃搜玩都得以入选,吃到了iPhone大推广时代的官方预装红利。 王江认为:“其实有了智能手机,才能说有了场景。你不拿着手机亲临其境,怎么叫场景呢? 触宝输入法,深合安卓早期创业的三大奥义:“高频、刚需、工具化”。 参赛是一个名利双收的大好机会,能帮助免费推广产品 魅族黄章对之前毫无保留地和雷军交流有些后悔:“我连M9的UI交互文档都发给过他,请他一起探讨。” 安卓早期的最大刚需之一是系统优化。 CyanogenMod因此成为当时全球最大的ROM开发和优化团队。 中国早期安卓生态的很大一部分是建立在CM的基础上的。最着名的有小米的MIUI团队、创新工场的点心团队、占据国内千元机市场的乐蛙OS团队等。 当时的盛大创新院群星璀璨,除了潘爱民和许式伟,还有樊一鹏“樊大师”,也有郝培强和霍炬,有极客余晟,有陆坚博士,有黄伟和吴义坚,有庄表伟,还有白宁等诸多牛人。 2012年夏天,华为的任正非在一个讲话中提到两个“备胎”计划,一个是关于芯片的,另一个就是关于操作系统的。 ──布局早在10年前 2009年,张一鸣决意离开饭否,转而去房产网站九九房,这是26岁的张一鸣从南开大学毕业后的4年里准备开启的第4段工作经历,每份工作平均也就一年多一点的时间。此时的张一鸣与大部分同龄人相比略显著急,稍显无措,全然没有日后那种长期思考的定力和耐性。 2009年12月底,王兴确定做美团。 ──原来也已经10年+ 2009年的“双11”购物节只是给淘宝商城团队找点事情的自我安慰...

产品随想 | 周刊 第43期:历史上的今天

Products Huberman Lab   https://hubermanlab.com/ 一款聚焦于健康的播客 今日热榜   https://tophub.today/ 聚合展示,国内各热门榜单,对跟进热点非常有帮助,热点运营的好帮手 SketchyBar   https://github.com/FelixKratz/SketchyBar A highly customizable macOS status bar replacement Mac菜单栏定制 自定义程度很高,看作者展示的案例,暂时没想出这样的好处(不过应用本身的编辑,确实也没啥意义)生命在于折腾吧! Thanks-Mirror   https://github.com/eryajf/Thanks-Mirror 整理记录各个包管理器,系统镜像,以及常用软件的好用镜像,Thanks Mirror。 Musicn   https://github.com/zonemeen/musicn 一个下载高品质音乐的命令行工具,音乐来源: 咪咕 Planet Minecraft A creative Minecraft community fansite sharing maps, minecraft skins, resource packs, servers, mods, and more. 里面有很多动人的故事 可能是世界上最大的Minecraft社区,从2010年至今 The Uncensored Library   https://www.uncensoredlibrary.com/en blockworks   https://www.blockworks.uk/ "Distinctive maps for Minecraft that have educated players and risen to the level of art" 游戏也可以让人有更高的实现,而不仅仅是沉迷其中,国外游戏厂商比我们做的好太多 Minecraft_Memory_Bypass_GUI   https://github.com/xingchuanzhen/Minecraft_Memory_Bypass_GUI 绕过Minecraft...

可能比较危险的

全网监控公司: 1)中国厦门的美亚柏科 2)KIS(Knowlesys Intelligence System) 3)除中美之外的第三大AI监控技术供应商是:日本的NEC Corporation 中国的VPN公司: 1)VyprVPN、玲珑加速器 Point: 1)被GFW屏蔽的IP,反向也会无法访问大陆网络

产品随想 | 读《中国是部金融史》:第二章 秦始皇统一了货币吗(秦朝)

战国时代什么最重要? 答:人才! 十地有的是,有人就能在土地上耕种,就能产出粮食。 积攒人品、招揽居民的方法,就是变法。魏国的李悝、赵国的公仲连、楚国的吴起、 韩国的申不害、齐国的邹忌⋯⋯七家诸侯都使出浑身解数鼓励别国的国民迁徙到自己的土地上—因为只有这样才能产出更多粮食,才能在战争的时候保证有兵源。 ──思路和现在的放开户口、人才引进,拉动GDP,是一样的 所谓抑商也就三条。 第一,秦国不能出现粮食贸易。(如果秦人买不到粮食就只能自己去种地,种地的人最实在) 第二,加重商税,重到任何贸易品种都无利可图。 第三,降低商人地位。战国七雄,只有在秦困,商人才与赘婿并列为最低等的网人。 货币是一枚一枚的铜钱,分散在国人手中,泰孝公如何能贪天下之利?只有禁绝货币,才能把所有利益都归于国君,国君才能更有势力(利出于一孔者,其国无敌) 商鞅从来没有“重农”。他真实的想法是:民弱国强、 国强民弱,所以,要想做最有权势的国君,就必须让天下人穷困(民弱国强、国强民弱, 故有道之国务在弱民)! 农、工、士、商四类人中,“农人〞必须依附于田宅,最缺乏流动性,手里也最没钱,是最容易管理的对象,也是最好的“弱民”。 据说,商鞅“重农"的功绩在于给全国农人分配士地;据说,商鞅治下,每个男丁可以分配到一百亩土地。“百亩之田、五商之宅”是战国时代孟子的理想,最早出子《周礼》,到了《汉书》中居然成为商鞅的土地分配标准。 就为这,商鞅被歌幼了几干年 ──蜜糖? 砒霜? 商鞅之所以敢如此放心大胆地盘剥,是因为控制单一的农户比控制强大的宗族容易许多。毕竞宗族力量在一定程度上可以对抗王室,而被拆分为一个个家庭,就没有任何能力对抗封建集权。 ──破宗族,分田地 至于农人,毫无血缘关系的五家被编成一“伍”。谁敢反抗,五个农户全体受罚, 一般情况下会全被诛杀。即使有人跑出了家乡,只要在秦国境内,没有良民证的人也难免被抓获。没有良民证的结果就是被杀掉。 ──看到“良民证”,我想到了“核酸码” 商鞅认为,笨的人好管理(民&则易治也)。《诗经》《尚书》是周朝文化的代表, 如果网人以《诗》《书》中的道理去蛊惑人心,有一个人,就能让上千人不再以耕战求富货;如果信奉《诗》《书》的人当了县官,就会有一个县的人不再尊敬国君;如果天下人都信奉《诗》《书》的道理,势必有人结党于下、议论政令,秦孝公的将不再是秦孝公的...