然后,若要断定哪一些步伐会被自己的黑棋子阻挡,你可以获取一个记录所有黑棋的位棋盘,求它的补(非操作Not),然后把它与你的黑马步法位棋盘做与运算(AND)。
Then, to decide which moves are blocked by Black's own pieces, you take a bitboard of all of Black's pieces, take the complement (the NOT operator) and then AND it to your knights' moves bitboard.
在这种情况下,结果集包含了只是部分满足隐含逻辑与运算的元素。
In this case, the result set contains elements that only partially fulfill the implicit Boolean AND-ing.
我们将从隐喻的观点来研究设计与运算的各种不同方法。
We will examine different approaches to computation and design from the perspective of metaphor.
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