improving retention股票xd开头是什么意思思

adv._百度百科
关闭特色百科用户权威合作手机百科
收藏 查看&adv.
ADV.,英语中副词词性的简写形式,全称外文名名词解释表示动作的特征分&&&&类7类中文意思副词
adv.在英语中用来修饰动词,形容词,副词或全句
说明时间,地点,程度,方式等概念
副词在句中可作状语,表语,短语。
He works hard.
他工作努力。
You speak English quite well.
你英语讲的很好。
Is she in ?
Let's be out.
让我们出去吧。
Food here is hard to get.
这儿很难弄到食物。1)时间和频度副词:
now,then,often,always,usually,early,today, lately, next,last,already,generally,frequently, seldom,ever,never,yet,soon,too, immediately, hardly,finally,shortly, before, ago,sometimes, yesterday.
here, there, everywhere, anywhere, in, out, inside, outside, above, below, down, back, forward, home, upstairs, downstairs, across, along, round , around, near, off, past, up, away, on.
3)方式副词:
carefully, properly, anxiously, suddenly, normally, fast, well, calmly, politely, proudly, softly, warmly
much,little, very,rather,so,too,still, quite, perfectly, enough, extremely, entirely,almost, slightly,not.
how, when, where, why.
when, where, why.
how, when, where, why, whether.1) 多数副词都可以放在动词的后面,如果动词带有宾语,副词就放在宾语后面。
I get up early in the morning everyday.
我每天早早起床。
He gave me a gift yesterday.
他昨天给了我一件礼物。
She didn't drink water enough.
她没喝够水。
The train goes fast.
火车跑得快。
We can go to this school freely.
我们可以免费到这家学校学习。
They lived a life hardly then.
当时他们的生活很艰难。
He has a new cat today.
他今天戴了一顶新帽子。
I have seen this film twice with my friends.
这部电影我和朋友看过两次。
2) 副词修饰形容词,副词时,副词在前面,而被修饰的词在后面。
It's rather easy, I can do it.
这很容易,我能做到。
He did it quite well.
他做得相当好。
It's rather difficult to tell who is right.
很难说谁是对的。
It's much better.
3) 频度副词可放在实义动词的前面,情态动词和助动词的后面。
I often help him these days.
这些日子我经常帮助他。
I always remember the day when I first came
to this school.
我常常记得我第一次来学校的那一天。
You mustn't always help me.
你不能老是帮助我。
He seldom comes to see us.
他很少来看我们。
We usually go shopping once a week.
我们通常一周买一次东西。
The new students don't always go to dance.
新学生并不时常去跳舞。
4) 疑问副词,连接副词,关系副词以及修饰整个句子的副词,通常放在句子或从句的前面。
When do you study everyday?
你每天什么时间学习?
Can you tell me how you did it?
你能告诉我你如何做的吗?
First, let me ask you some questions.
先让我来问几个问题。
How much does this bike cost?
这辆车子多少钱?
Either you go or he comes.
不是你去就是他来。
The students were reading when the teacher came into the classroom.
当老师进教室时,学生们正在读书。
5) 时间副词和地点副词在一个句中, 地点副词在前面时间副词在后面。
We went shopping in the supermarket at 9 o'clock yesterday.
昨天九点钟我们到超市买东西了.
What were you doing in the classroom yesterday evening?
昨天下午你在教室里干什么?
The accident took place in the Eleven Avenue one hour ago.
一小时前十一号大街发生了一场事故。副词比较级和最高级的变化形式与形容词基本上一样
hard→harder →hardest
fast→faster →fastest
late→later →latest
early→earlier →earliest
well →better →best
much →more →most
badly →worse →worst
little →less →least 但是,开放类副词即以后缀?ly结尾的副词不能像形容词那样加?er或?est,如
quickly →more quickly →most quickly
quietly →more quietly →most quietly
〔注〕: early中的?ly不是后缀,故可以把?y变?i再加?er和?est
副词和形容词一样,也有它的比较级和最高级形式. 可以参考形容词的变换形式。但以词尾 -ly 结尾的副词(除 early )须用 more 和 most 。
hard harder hardest
fast faster fastest
early earlier earliest
much more most
warmly more warmly most warmly
单音节副词的比较级是在副词后面加上 -er 构成的,最高级是在副词后面加上 -est 构成的。
near nearer nearest
hard harder hardest
多音节副词的比较级是在副词的前面加上 -more 构成的。 最高级是在副词前面加上 -most 构成的。
warmly more warmly most warmly
successfully more successfully most successfully
有些副词的比较级和最高级形式是不规则的。
well-better - best little - less - least
Much- more - most badly - worse - worst
far-farther(further)-farthest(furthest)
副词的比较级和最高级用法同形容词的比较级用法基本一样。 最高级形式句中 the 可以省略。
He works harder than I.
他比我工作努力。
Lucy gets up earlier than Lili.
露西比丽丽起床早。
He runs fastest in our class.
他在我们班跑地最快。
He dives deeper than his teammates.
他比他的队员潜水深。
It's true that he speak English more fluently than any of us.
他英语讲的确实比我们任何人都好。
Our school team play football best in our region.
我们校队在我们地区足球踢得最好的。一、原级比较的基本用法
1. 原级比较由“as+形容词或副词(或再加名词或短语)+as ”构成“原级相同”比较句,表示两者比较;其否定式,即“程度不及”比较句型为“not so(as) +形容词或副词+as”,而且as…as结构前可用just, almost, nearly, quite等表示程度的词修饰
1) Walking briskly for thirty minutes will burn as many calories as .
〔A〕 to run for fifteen minutes
〔B〕 running for fifteen minutes
〔C〕 you run for fifteen minutes
〔D〕 fifteen?minute walking
2) The gorilla(大猩猩), while 〔A〕 not quite as curious than 〔B〕 the chimpanzee(黑猩猩), shows more persistence 〔C〕 and memory retention(记忆力) in solving 〔D〕 a problem.
3) Alaska is twice 〔A〕 as larger 〔B〕 as 〔C〕 the next largest 〔D〕 state, Texas.
2. “as (so)+名词+as+名词”进行名词比较,这时一般情况下有一个表示原级的比较词,但如果第一名词前出现了形容词修饰该词或出现副词修饰谓语,应当用so而不用as
4) Thomas Jefferson’s achievements as an architect rival his contributions a politician.
〔A〕 such
〔B〕 more
〔D〕 than
5) I should say Henry is not much a writer as a reporter. (88年考题)
〔A〕 that
〔C〕 this
二、比较级
1. 比较级由“形容词(副词)比较级+than+…,”构成表示在两者中间一方比另一方“更加…”。连词than后可接句子,也可接名词、代词、名词短语、介词短语、动词、动词不定式、?ING结构和?ED结构,有时也可省去than。
6) Natural mica(云母) of 〔A〕 a superior 〔B〕 quality is cheapest 〔C〕 to obtain than synthetic 〔D〕 mica.
7) She is older than .
〔A〕 any other girl in the group
〔B〕 any girl in the group
〔C〕 all girls in the group
〔D〕 you and me as well as the group
8) Josephine McCrackin joined 〔A〕 the “Santa Cruz Sentinel” in 1905 and, until her death fifteen years late 〔B〕 , remained 〔C〕 active in journalistic 〔D〕 work.
2. 注意than前后两项相比较的人或事物要一致
9) The purpose of the research had a more important meaning for them than .
〔A〕 ours
〔B〕 with us
〔C〕 for ours it had
〔D〕 it did for us
10) Sound travels air.
〔A〕 faster through water than through 〔B〕 faster than through water and
〔C〕 through water faster and〔D〕 where it is faster through water than through
11) Gerbrand von den Feckhout, one of Rembrand’s pupils, followed 〔A〕 the style of his teacher so implicitly that 〔B〕 his paintings 〔C〕 are sometimes confused with his master 〔D〕 .
三、最高级
1. 最高级用于三者以上比较,形容词的结构形式是“定冠词+形容词最高级+名词+表示范围的短语或从句”(如all, of all, of the tree, in the world, that has ever taken place等)
12) The more 〔A〕 fearsome of all the 〔B〕 animals in 〔C〕 the Western 〔D〕 Hemisphere is the grizzly bear.
13) Of all economic 〔A〕 problems, inflation continues to be 〔B〕 a 〔C〕 most significant in its daily impact on 〔D〕 people and business.
14) , the most familiar to general public is the criminal jurisdiction.
〔A〕 All the activities
〔B〕 The activities
〔C〕 Of all the activities
〔D〕 It is the activities
2. 副词的最高级与形容词最高级的区别在于最高级前没有定冠词the1) close与closely
close意思是&近&; closely 意思是&仔细地&
He is sitting close to me.
Watch him closely.
2) late 与lately
late意思是&晚&; lately 意思是&最近&
You have come too late.
What have you been doing lately?
3) deep与deeply
deep意思是&深&,表示空间深度;deeply时常表示感情上的深度,&深深地&
He pushed the stick deep into the mud.
Even father was deeply moved by the film.
4) high与highly
high表示空间高度;highly表示程度,相当于much
The plane was flying high.
I think highly of your opinion.
5) wide与widely
wide表示空间宽度;widely意思是&广泛地&,&在许多地方&
He opened the door wide.
English is widely used in the world.
6) free与freely
free的意思是&免费&;freely 的意思是&无限制地&
You can eat free in my restaurant whenever you like.
Y say what you like.
副词有加a或ly的 区别在于通常加a 的副词描述一种状态,而加ly 的副词则倾向于感觉。一、形容词与副词的同级比较: 由“as(so)…as”引出,其否定式为“not so…”或“not as…as”,考生还应注意下列含有“as”结构或短语的句子
1. as such:表示上文所指明的事或人
He is a child,and must be treated as such. 他是个孩子,必须被当作孩子对待。
2. as much:表示“与…同量”
Take as much as you like. 拿多少都行。
I would gladly have paid twice as much for it. 就是价格再贵一倍,我也会愿意把它买下的。
He as much as admitted the whole story. 他几乎全部承认了。
3. as many:表示“与…一样多”
I found six mistakes in as many lines. 我在六行中发现了六个错。
二、表示“几倍于”的比较级:用twice (两倍),four times (四倍),ten times (十倍)加上as … as 结构
This one is four times as big as that one. 这个是那个的四倍大。(这个比那个大三倍。) / Our campus is three times as large as yours. 我们的校园比你们的大两倍。 / He has books twice as many as she does. 他的书比她多一倍。
1) The five?year deal obligates 〔A〕 the country to buy nine million tons 〔B〕 of grain a year 〔C〕 , three million more as 〔D〕 the old pact’s minimum.
三、“the same +名词+as”表示同等比较
2) The lens of a camera performs the lens of the eye.
〔A〕 in the same function 〔B〕 the same function as
〔C〕 the function is the same as 〔D〕 and has the same function
3) The elimination of inflation would ensure that the amount of money used in repaying a loan would
have as the amount of money borrowed.
〔A〕 as the same value 〔B〕 the same value
〔C〕 value as the same 〔D〕 the value is the same
四、比较级前可用a little, a bit, slightly, a great deal, a lot,many, much等词语表示不定量,far, completely,still表示程度或更进一步
4) There are now methods for studying color vision in infants than there once were.
〔A〕 more sophisticated than
〔B〕 much more sophisticated
〔C〕 much sophisticated
〔D〕 sophisticated
5) The photographs of Mars taken by satellite are than those taken from the Earth.
〔A〕 clearest
〔B〕 the clearest
〔C〕 much clearer
〔D〕 more clearer
6) Common porpoises(海豚) are usually not considered 〔A〕 migratory, although 〔B〕 some do move 〔C〕 to more warmer 〔D〕 waters in winter.1)a bit, a little, rather, much, far, by far, many, a lot, lots, a great deal, any, still, even等
2)还可以用表示倍数的词或度量名词作修饰语。
3)以上词(除by far)外,必须置于比较级形容词或副词的前面。
1) ---- Are you feeling ____?
---- Yes,I'm fine now.
A. any well B. any better C. quite good
D. quite better
答案:B. any 可修饰比较级,quite修饰原级,well的比较级为better.
2)The experiment was____ easier than we had expected.
A. more B. much more C. much
D. more much
答案:C. much可修饰比较级,因此B,C都说得通,但easier本身已是比较级,不需more,因此C为正确答案。
3)If there were no examinations, we should have ___ at school.
A. the happiest time B. a more happier time
C. much happiest time D. a much happier time
答案:D。副词是一类用以修饰名词以外词语和整个句子的词,修饰名词的词一般为形容词。
一般而言中文在一个词的後面加「的」使其成形容词,加「地」使其成副词。
以副词修饰的句子举例:「一只非常小的虫轻易地钻进了那个洞穴里」,其中[非常]和[轻易]地为副词,小为形容词,虫为主词,钻进为动词,洞穴里指明前往地点。
一些问问题时的所用的词,像如何、谁、何时、什么等在某方面也可视为副词。
副词口诀:
副词修饰动与形,范围程度与时间。肯否估计与情态,语气频率用法全。
稍微没有全都偏,简直仅仅只永远,已经曾经就竟然,将要立刻刚偶然,
渐渐终于决忽然,难道连续又再三,也许必须很非常,最太十分更马上,
越极总挺常常再,屡次一定也不还。时名副名看加在,名前可加副不来。
前很后名都不行,单独回答更不能。
新手上路我有疑问投诉建议参考资料 查看游戏开发者不应高估数据指标的作用
发布时间: 14:16:27
Tags:,,,,
作者:Trevor McCalmont
我爱数字!我要玩益智游戏、逻辑游戏或策略游戏直到世界的终结。我在大学时学的是数学,现在我成了一名数据分析师——我的工作就是成天与数字打交道!所以我居然会为一些度量指标感到烦恼,一定会让读者感到一点儿惊讶了。在手机游戏领域,我们总是用数字作报告,然而,那些数字往往传达不了任何可以评估的信息。
我们用日活跃用户(DAU)和月活跃用户(MAU)的比值来评估玩家在游戏中的沉浸感或游戏的粘性。在现在的手机游戏世界,DAU/MAU的比值最好超过0.2。如果今天登录游戏的人数大于过去30天里登录游戏的总人数的20%,并且这一情况持续了相当一段时间,那就说明玩家对这款游戏的沉浸感非常强。然而,成百上千的应用每天都在通过自然渠道或广告渠道开发新用户。所以问题就复杂了。
用我最喜欢的东西——数字来举例吧!比如在连续的两周内,游戏X有1千DAU和1万MAU。这款游戏的DAU/MAU的比值是0.1,表现不佳。游戏X的开发者决定开发2万名玩家,第二天他们有3万DAU和12万MAU。哇!现在DAU/MAU的比值是0.25。之前的游戏分析师错了!这款游戏的粘性明明高得不可思议!
等等,什么?游戏并没有什么变化。没有升级,没有新内容,相同的平衡性和进度。取决于游戏的留存率,这么高的DAU/MAU的比值只能维持几天或至多一两周。在这段时间内,天真的开发者或无知的投资者认为他们的游戏很好,不诚实的开发者可以说他们的游戏粘性非常强。
更理想的评估沉浸感的指标应该是登录次数/DAU。与DAU/MAU的比值相比,它体现的信息并无不同,都反映了用户在游戏中的沉浸感和与游戏的互动程度,但它所考虑到新用户的行为是不稳定的。
data-metrics()
多余的数据点
当进行分析和事件追踪时,开发者必须问自己一个问题:“我想从中获知什么?”对于没有专职的数据分析师的小开发工作室,追踪得太多或太少的后果都会很严重。因为要从这么多或这么少的数据中找到有价值的信息,实在是件令人气馁的事。
几乎所有游戏开发者都希望通过分析来增加游戏的粘性、留存率和赢利。为了达到这些目标,你必须追踪的事件是:
你无法知道玩家点击菜单按键、空格键或静音键对提高留存率、沉浸感或赢利有何影响。一个弥补方案是,追踪玩家浏览商店的事件,但我认为这是没必要的。你的商店主页应该容易找到,任何页面上都应该有进入商店的按钮。通过赢利指标如转化率和IAP的每用户平均收益(ARPDAU),你可以知道玩家是否找得到商店和是否重视游戏货币。
消耗品的使用
至于消耗品,唯一重要的指标是玩家购买能量道具。无论玩家是购买消耗品囤着以后使用还是购买一些马上使用,都没关系,除非你打算通过预测性分析促进消费。
购买浏览、取消、失败
购买失败是一个QA问题,在游戏发布以前就应该解决。浏览和取消购买表明赢利指标较低,但更重要的是,这些并不能告诉你玩家的意图。那个玩家只是查看游戏中有什么道具?还是,他是需要更多钱的潜在购买者?
过分特殊的游戏机制
可以说,假设你制作一款赛车游戏,玩家会一直加档提速。那么,你将无法从那些执行“加速”事件的玩家中分类出付费玩家和非付费玩家,和将他们与少数下载后立即消费的玩家作比较。
关卡退出或重试
通过基本的漏洞分析可以很快确定某个关卡或任务是否存在平衡性问题。你必须检查的是各个关卡的完整性。退出关卡或重试关卡只会混乱你的事件追踪。
你可以轻易从任何应用商店获知该信息。这是另一个导致混乱的数据点。
为什么人人都爱K系数?
一方面,我认为K系数其实很愚蠢,因为它只反映用户分享游戏的频率。现在,人们对它的强调已经远远超过制作一款内容好、机制好的游戏了。只要人们总是制作免费游戏,玩家就会分享游戏。
另一方面,我认为手机游戏从业者应该先研究我们想评估的不同指标的意义。一旦我们掌握基本资料,我们当然就可以衡量游戏的“分享率”。
有些人把K系数看得很重要,但我不认为它对开发者开发一款免费游戏有什么实际帮助。归根到底,开发者要搞清楚的就是用这个指标对比什么,或这个指标有何用途。只有你理解了K系数再利用它,它的意义才大。
手机游戏在利用好内容创造有趣的体验方面,正在飞速进步。分析学、游戏数据和理解用户行为是游戏设计和创意的必要部分。不要害怕使用分析学,不要让你自己或你的团队陷入追踪多余数据的陷阱中。如果你不能证明你所追踪的指标,那么你就不应该追踪这些指标。(本文为游戏邦/编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦)
Muddled Mobile Metrics
by Trevor McCalmont
I love numbers! I’ll play puzzle, logic, or strategy games until the cows come home. I studied math in college, and now I’m a data analyst – my job is to look at numbers all day! So it might come as a small surprise that there are metrics out there that annoy me. In the mobile space, we are reporting metrics that communicate very little information about what they are supposed to be measuring.
The ratio of daily active users (DAUs) to monthly active users (MAUs) is supposed to quantify the engagement or stickiness of a game. In mobile right now, a good DAU/MAU ratio is over 0.2. If the number of people who have logged in today is over 20% of the number of people who have logged in over the past 30 days, and this is consistently true over an extended period of time, that user base is definitely engaged with the game. However, every day thousands of apps are acquiring new users both organically and through advertising. This is where it gets tricky.
Let’s use an example with my favorite thing: numbers! Say Game X has 10,000 DAUs and 100,000 MAUs consistently for two weeks. This game is underperforming with a DAU/MAU ratio of 0.1. The developers of Game X decide to acquire 20,000 users and the next day they have 30,000 DAUs and 120,000 MAUs. BOOM! DAU/MAU ratio is now 0.25, that game analyst was wrong! This game has incredible engagement!
Wait, what? Nothing in the game changed. No update, no new content, same old balancing and progression. Depending on the retention of the game, they could maintain this higher DAU/MAU ratio for just a couple days or maybe even one to two weeks. During that time, a na?ve developer or innocent investor will think their game is great, and a devious developer can talk about their game with strong engagement.
A better measure of engagement is Sessions/DAU. It communicates much of the same information with respect to a user engaging and interacting with a game, and new user behavior is not volatile.
Unnecessary Data Points
When setting up analytics and event tracking, it is important to ask, “What am I trying to learn from this?” For small studios that don’t have a dedicated data analyst, tracking too much or tracking inefficiently is a recipe for disaster. It will discourage anyone from going back in and sifting through all the noise to find any actionable insights.
At a very high level, almost all game developers want to use analytics to increase engagement, retention, and monetization. With these end goals in mind, some events you do not need to track are:
Menu Clicks
There is no way that knowing a player tapped on menu buttons, pause, or mute would yield any insights toward improving retention, engagement, or monetization. One potential counterpoint is tracking when a user visits the store, but I even see this as unnecessary. Your storefront should be easy to navigate to, one click away from any screen, without being in the user’s face. Monetization metrics like Conversion Rate and Average Revenue Per DAU (ARPDAU) from In-App Purchases, will let you know if users can find the store and if they value the currency.
Use of Consumables
As far as consumables go, the only important element is that users buy the power-up. It does not matter if someone buys consumables and hoards them for later use or they buy a few and use them right away, unless you are using predictive analytics to push a promotion when someone runs out.
Viewed, Cancelled, Failed Purchase
Failed purchase is a QA issue and should be fixed before your game goes live in its respective marketplace. Viewed and cancelled purchases will be reflected in weak monetization metrics, but more importantly these do not tell you the user’s intent. Is that user just checking out what items exist in the game? Is that a potential buyer who needs more currency?
Overly Specific Game Mechanics
It’s a safe assumption that if you made a racing game, people will be shifting up. Everyone. The payers and the non-payers. You will not be able to segment those who have executed the event “Shift_Up” and compare them to the few players that immediately bounced after download.
Level Quit or Retry
If there is a problem with the balancing of a certain level or quest, a basic funnel will quickly identify this. All that is necessary to track is each level complete. Quitting a level or retrying a level will only muddle your event tracking.
You can easily obtain this information from any app marketplace. This is another example of a data point that creates clutter.
Why Does Everyone Love K-Factor?
Part of me thinks I should say K-Factor is silly because it only reflects how often users share the game, and right now it is way more important to focus on making a great game with great content and compelling monetization hooks. Once people are consistently making great free-to-play games, users will share those.
Part of me thinks we in the mobile space should be looking ahead to all the different things we want to measure, and once we have mastered the basics, sure we might want to measure the “sharability” of a game.
K-Factor is important to some, but I can’t see how it can help developers succeed with free-to-play games. It comes down to what this metric is being compared against or what is it being used for. If you currently use and understand K-Factor, more power to you.
The mobile space as a whole is making great strides towards creating fun experiences with great content. Analytics, game data, and understanding user behavior are an incredible complement to game design and creativity. Don’t be afraid to start using an analytics product, and don’t overwhelm yourself or your team by tracking unnecessary data points. If you can’t prove something with the metrics you are tracking, you should not track those metrics.()
CopyRight Since 2010 GamerBoom All rights reserved &&闽ICP备&号-1}

我要回帖

更多关于 提前批是什么意思 的文章

更多推荐

版权声明:文章内容来源于网络,版权归原作者所有,如有侵权请点击这里与我们联系,我们将及时删除。

点击添加站长微信