这就被称为软件包管理,它是一个每个人都必须参与以维护安全的系统的动态游戏。
It's called package management, and it's a dynamic game everyone has to play to maintain a secure system.
这样做可以允许游戏开发者将内容管理和发布问题推给中间件基础架构,而不用构建他们自己的系统。
This then allows the game developer to offload the content management and distribution problem to the middleware infrastructure, rather than building their own system.
通过使用BIG,可以在游戏内对管理游戏帐号的业务系统进行Web服务调用。
By using BIG, you can make Web services calls from inside the game to the business system that manages the gamer's accounts.
在本文中,我们将为角色扮演游戏构建一个清单管理系统及提示脚本,同时处理php脚本的交互操作。
In this article, we build an inventory-management system and note-taking scripts for your role-playing games, while working on the interactivity of your PHP scripts.
第19章介绍的是有关决策和策略的问题:例如,在系统管理员和攻击者之间的对抗游戏中,获胜的策略是什么?
Chapter 19 is about decision and strategy: what is the winning strategy in the game of administrator versus attacker, for example?
还有人愿意玩那些小按键的口袋游戏吧?或许索尼还能将游戏驱向更加简单,就像智能交通管理系统的模式?
Will anyone still want to play pocket games using little physical buttons, and will Sony be able to deliver games in an easy, iTMS-like way?
游戏现在会根据不同的操作系统管理调整系统资源。
Resource management adjustments based on the operating system detected.
当此选项开启时,当用户下一次试图利用“飞行点管理员”旅行时,系统将检测游戏的执行效能,并在飞行结束时显示。
When the command is issued the next time a player uses a flight master to travel certain statistics will be measured and displayed at the end of that flight.
当此选项开启时,当用户下一次试图利用“飞行点管理员”旅行时,系统将检测游戏的执行效能,并在飞行结束时显示。
When the command is issued the next time a player uses a flight master to travel certain statistics will be measured and displayed at the end of that flight.
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