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

BG投资十问(Baillie Gifford)

  1,公司是否能正面推动经济、社会或者文化发 展? 如果做不到,BG可能就不会再往下看了。比如军火、赌博类公司再便宜,BG不会去看。 2,公司销售额在5年之内能否翻倍? 为什么要讨论销售额?因为BG关注公司成长,销售额是比较简单直观的指标,而利润可有一些方法调节。所以,BG主要先关注销售额,再看现金流。 3,公司5年之后会怎么样? 这是未来5到10年或者5到15年的中间维度,一是看公司的成长空间究竟还有多大,二是考虑5年之后,公司的短期估值会不会下降,会不会变得成熟。 4,公司的竞争优势到底是什么?随着时间会变 强还是变弱? BG认为,如果公司的竞争优势是不断变弱的,将来在更远期挣回现金流的可能性就更低了。 5,公司是否有非常独特的文化?文化是否能够进化? 毕竟要投资这么长时间,对创始人和公司管理文化是非常关注的。特别喜欢创始人领导的公司,而不是说创始人什么都不干,创始人在做房地产,找了一些人在做新公司,要尽量避免这样的公司。 谈到进化在BG看来,大部分公司都会有大公司病,需要看它怎么能维持比较灵活的管理,变大之后还能够保持非常快速的成长,比如亚马逊的day one文化(注:就是始终处在 创业启动状态,充满迷茫和压力,但是充满创造力和颠覆思想 )。 6,公司过去的回报率怎么样? 一方面是考虑到公司的ROE(净资产收益率),二是考虑公司的Margins(利润),看它的过去是不是值得投资,如果每年ROE都不到10个点,可能长期来看也没什么意思。 7,ROE能不能随着时间增长? 有些公司一开始没有盈利,一直在烧钱,5年之后说不定ROE会到20%或者更高,它是一个动态过程。这样的公司BG也会投资,包括一些早期项目,很多公司都是没有盈利的。 8,公司怎么分配资本? 资本现金流无非就是5种方法:再投资、收购、还债、分红、回购股份,要看公司在某个阶段的资本分配是不是最优的。 如果公司明明可以发展更多,结果乱分红了;或者是明明到了特别成熟的时候,还不愿意分红,都是错误的分配资本。 9,公司怎样才能长成5倍? BG关注的是怎样,而不是能不能。这会强迫BG每个人去设想一些未来的可能性,包括公司现在的底层架构能不能够延伸到更多的业务。 比如,早期的亚马逊或者是阿里,连一个概念都没有,BG会考虑这个公司有没有这种机遇,以后去扩展到可触及的市场。 10,市场对公司有哪些误解,哪些事...

CAD 天正与 AI 工作流

基本步骤   1. 天正导出 T3 .dwg 文件,尽量在2007版本   2. AI 打开,打开时候可以选择比例,因为 AI 画布是基于真实尺度   3. AI 打开 .dwg 后,更改画布到所需要的大小   4. 之后用 PS 打开 AI 文件,可以维持想要的大小和比例   5. 而且 AI 可以读取天正的图层 课外了解   1. ETH 风格平面图   2. 日本创新性的停车方式   3. AI中的实时上色功能去了解

Steve Jobs: `There's Sanity Returning', 1998

Nobody can doubt the charisma of Steven P. Jobs. The interim CEO of Apple Computer Inc., who returned to the company last July after his ignominious 1985 ouster, has brought back his legendary vision, impatience, and infectious passion for the Macintosh. Jobs spoke to Business Week Correspondent Andy Reinhardt in Apple's stark, fourth-floor boardroom, just after the company rolled out its new software strategy on May 11. Note: This is an extended, online-only version of the Q&A that appears in the May 25, 1998, issue of Business Week. Q: Now that you've introduced the new, bold-looking iMac, are you going to do some radically different products? A: There's a lot of talk about such things -- about handhelds, set-top boxes. A lot of computer companies have been searching for a consumer product. My view is that the personal computer has been the most successful consumer product of the last 10 years. What we have to do, what the industry stopp...

产品爱好者周刊 第36期:走进Linux

Products OpenShot   https://github.com/OpenShot/openshot-qt OpenShot Video Editor is an award-winning free and open-source video editor for Linux, Mac, and Windows 开源的视频剪辑工具,跨平台 Run   https://github.com/The-Run-Philosophy-Organization/run 润学全球官方指定GITHUB,整理润学宗旨、纲领、理论和各类润之实例 Dozer   https://github.com/Mortennn/Dozer Hide menu bar icons on macOS ThisIsWin11   https://github.com/builtbybel/ThisIsWin11 Win11的隐私保护 RoundedTB   https://github.com/torchgm/RoundedTB Add margins, rounded corners and segments to your taskbars! Droptop Four   https://github.com/Droptop-Four/Basic-Version Droptop Four is the fourth iteration of the popular dropdown app launcher for Windows & Rainmeter. LibreTube   https://github.com/Libre-tube/LibreTube An alternative frontend for YouTube, for Android. nheko   https://github.com/Nheko-Reborn/nheko Quaternion   https://github.com/quotient-im/Quaternion 多平台的Matrix客户端 FluffyChat   https://fluffychat.im/ Phone端的Matrix...

毕设采访问卷自己的回答

1.      提一个作品中的有意思的设计点。       毕设中,自己觉得最有趣的一点是,尝试将商业建筑的一层开放给城市绿色空间,让其 作为 公园的一部分,让建筑的入侵感变弱。       很期待上海以后能出现这样的设计,尽管这样的设计短期看对于开发商没有利益,但我认 为 长期看对于城市使用者、对于城市管理者是有好处的,而我也还在思考,怎样去弥补这样 的 设计对于开发商造成的损失,希望能塑造共赢的局面,这个思考、设计的过程自己非常开 心,觉得有意思。 2.      如何看待城市发展过程中新旧交织的困局?设计师能做什么?        城市发展一般是从无到有,发展到一定阶段,最开始的就成了旧的,不可避免地会和新的产生冲突。        作为建筑设计师,面对旧的,我们常思考的是,它好不好?如果好,那新的要与他保持和谐,形式可能有新旧,但内核、设计语言是一致的;如果旧的不好,我们的思维是,趁着新的发展,一并改造、更新,让新旧作为整体面向城市。总的来说,就是设计师要整体考虑,对于旧的不能一味保留,也不能一味摈弃。 3.      完成毕设过程中遇到的困难以及如何解决的?从中收获了什么?        遇到最大的困难是城市总平面设计中,对于基地新旧建筑的考虑,自己常希望能多保留一些,但设计中又发现如何把握度有些困难,后来解决方法是制定一个标准,旧的能不能提供新价值,如果不能,果断抛弃;如果能,留下。        按这样思路,困难算成功克服,小小收获是当你很贪心地想多留东西时,想想它是不是累赘,想清楚就不累了。 4.      导师在你完成毕设过程中的角色?(可以举一个例子)        我的毕设导师是王林教授,她一直是我毕设中的鼓励者和点拨人。     ...

书房拾遗-第42至45期

  书房拾遗-第42至45期 42期 网络说:持有平安的人,大概率持有万科,而持有平安和万科的人,大概率也持有格力。 后来想通了,这类投资者,内心基本是将“龙头+白马+低市盈率+从股价高点已经大幅调整”这几个条件叠加,然后将其等同于正宗的“价值投资”,所以自然而然地汇总到同一条路上了。 网友:uta:老唐,请问企业价值为什么用现金流折现,而不是用净利润折现? 唐朝:因为净利润不是钱,净利润是账。账不是价值,钱才是价值。 地魔:请问在你的投资体系里,一家公司的ROE低于多少就不值得研究或者投资了? 唐朝:通常低于8%我就不大关注了。 43期 唐朝:银行非常常见的操作。放贷款的同时拉存款,降低了实际贷款额,提高了真实贷款利率。 WDS:没看懂,怎么提高贷款利率? 唐朝 :你获得银行贷款100万,利率5%。但同时要求你存款30万,存款利息2%,你实际贷款多少,成本多少? 唐朝:你一年支付5万利息,收到0.6万利息,实际使用资金70万,所以,你的贷款利率是4.4/70=6.29%。说这个是小学数学,不算夸张吧? 44期 Uta:是不是投资港股市场的股票风险要比A股的股票大? 唐朝:核心在于自己的理念。理念不对,A股港股都是风大浪大;理念对了,港股A股都是闲庭信步。 唐朝:主要是招股书披露的基础知识特别详细,一般我会看看,学习一些行业基础知识。和普通年报一样,没啥特别要注意的地方。 45期 数字货币替代的是现金,微信支付宝可以作为现金支付手段,也可以作为数字货币支付手段。货币的形式和支付的形式,是两码事。 数字货币不是微信支付宝的对手,它是运钞车、ATM机、点钞员、印刷厂……的对手。 Lei:老唐,对于初学者来说的话是先多看财报,还是先多看书籍比较好。谢谢 唐朝:我认为多看财报,不懂的时候查书,是进步最快的方式。 老唐从2017年1月首次介入腾讯至今,只有买入没有卖出,最低买过197.3港币,最高买过607港币,平均买入位置大概在465~470港币之间(就是去年底约480港币的平均买入位置减去所分京东股票价值),目前持有腾讯的市值是八位数,亏损是七位数。 但不装不端,我真没有任何压力。如前所述,真要是爆发核战争,拿股票现金黄金房子都是一码事,没区别;如果没有核战争,等上几年后我几乎100%确定我会是赚钱的,区别无外乎也就是赚几千万还是赚几百万而已。

自己动手搭建Samba服务器

终于开始搭建Samba服务器,这里记录下基本的思路 1. yum install samba 安装Samba 2. 路由器上开放相应端口,并设置端口映射

不靠运气的财富自由

创造财富的目标是自由,自由是关于你如何成为你自己 资产:睡觉时依然可以为你赚钱的企业和资产 不能一味地索取,需要去创造 致富的技能 坚持不懈地实干、努力 早有预备的运气 必须有点异乎寻常,才能独自走在前沿 必须拥有公司的股权,才能获得财务自由 我们应该升级自己的自由,而不是生活方式 想清楚你能提供的产品,然后考察如何扩大规模 通过做自己来规避无意义的竞争 寻找财富游戏中的长期战友 长期游戏中,每个人在让彼此富有 短期游戏中,每个人在让自己富有 选择智慧、精力充沛和正直的伙伴 读你喜欢的内容,直到你爱上阅读 找到让你富有、健康和有创造力的爱好 (找到三个爱好) 一个让你赚钱 一个让你健康 一个让你更加聪明

MongoDB学习笔记

这是我阅读《MongoDB权威指南》的学习笔记,前七章侧重在开发者角度谈MongoDB,后面才是运维管理者角度 一. 理论部分 入门 文档:多个键及其关联的值有序地放置在一起便是文档 集合:一组文档 虽然子集合没有特别的地方,但还是很有用,很多MongoDB工具中都包含子集合 GridFS是一种存储大文件的协议,使用子集合来存储文件的元数据,这样就与内容块分开了 MongoDB的Web控制台通过子集合的方式将数据组织在DBTOP部分 绝大多数驱动程序都提供语法糖,为访问指定集合的子集合提供方便。例如:在数据库shell里面,db.blog代表blog集合,db.blog.posts代表blog.posts集合 在MongoDB中使用子集合来组织数据是很好的方法,在此强烈推荐 数据类型 JSON表现力也有限制,因为只有null,布尔,数字,字符串,数组和对象几种类型, MongoDB保留JSON键值对基础上,增添了其他一些数据类型 使用GridFS存储文件有如下原因: 会直接利用业已建立的复制或分片机制,所以对于文件存储来说故障恢复和扩展都很容易 可以避免用户上传内容的文件系统出现的某些问题 不产生磁盘碎片,因为MongoDB分配数据文件空间以2GB为一块 开发者角度到此为止,下一篇是运维角度的学习

Rhino_GH从入门到精通听课笔记_二

一. 基础操作   1. Rhino F6精确更改相机视野   2. 中键和左菜单栏弹出时间都是可以自己设置缩短的 二. 软件技巧   1. GH搭配生成楼梯,柱子,栏杆   2. SU\3DS\OBJ 均可被Rhino识别   3. 已命名工作位置很有用,和和已命名是图标是不一样的   4. Rhino等轴测做法          显示——投影——改为平行          旋转改为0/360          视图——等角视图 三. 奇技淫巧   1. 善用微信搜索,比如“地形制作”,第三讲前半部分讲解利用高程点制作地形   2. Rhino转折剖制作方法,用面split模型,即模型被切成两个,类似于佐罗刀   3. 转折剖模型制作时间很久,工作量比较大 四. Rhino命令   1. worksession  链接文件进来,以一个图层显示,类似于SU里面的另存再载入的操作,可       以节省运算量,比ctrl+c ctrl+v快   2. ctrl+w  局部放大   3. hatch  嵌面