CLIPS-返回字段约束

一、

1、使用=表示返回字段约束,如(numberjudge (name ?name) (modnumber =(mod?number 2)))中(modnumber =(mod ?number2))表示modnumber字段的值等于?number被2除的余数。

2、下面完成判断一个数是奇数还是偶数的功能。

二、操作

CLIPS> (clear)
CLIPS> (reset)
CLIPS> (deftemplate numberjudge
(slot name) (slot modnumber)
)
CLIPS> (deffacts numbers (numberjudge(name "evennumber")(modnumber 0))
(numberjudge(name "odd number")(modnumber 1))
)
CLIPS>

(defrule number-input
=>
(printout t "input a number:")
(bind ?number (read))
(assert (input-number ?number)))
CLIPS> (defrule number-judge
?inputnum<-(input-number ?number)
(numberjudge (name ?name) (modnumber =(mod ?number 2)))
=>
(retract ?inputnum)
(printout t ?number " is " ?name crlf)
)
CLIPS> (reset)
CLIPS> (facts)
f-0(initial-fact)
f-1(numberjudge (name "even number") (modnumber 0))
f-2(numberjudge (name "odd number") (modnumber 1))
For a total of 3 facts.
CLIPS> (run)
input a number:90
90 is even number
CLIPS> (reset)
CLIPS> (run)
input a number:99
99 is odd number
CLIPS>

using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class ResourceMrg : MonoBehaviour { enum ResourceType { Sprite, GameObject, AudioClip, AniClip, Material } [SerializeField] public List<Sprite> sprites; public List<GameObject> gameObjects; public List<AudioClip> audioClips; public List<AnimationClip> animationClips; public List<Material> materials; private Dictionary<string, Sprite> spriteDic = new Dictionary<string, Sprite>(); private Dictionary<string, GameObject> gameObjDic = new Dictionary<string, GameObject>(); private Dictionary<string, AudioClip> audioClipDic = new Dictionary<string, AudioClip>(); private Dictionary<string, AnimationClip> aniClipDic = new Dictionary<string, AnimationClip>(); private Dictionary<string, Material> materialDic = new Dictionary<string, Material>(); private void Awake() { BuildDic(ResourceType.Sprite); BuildDic(ResourceType.AudioClip); BuildDic(ResourceType.AniClip); BuildDic(ResourceType.GameObject); } private static ResourceMrg _instance; public static ResourceMrg Instance { get { if (_instance == null) { _instance = FindObjectOfType<ResourceMrg>(); if (_instance == null) { GameObject obj = new GameObject("ResourceManager"); _instance = obj.AddComponent<ResourceMrg>(); } } return _instance; } } private void BuildDic(ResourceType resourceType) { switch (resourceType) { case ResourceType.Sprite: for (int j = 0; j < sprites.Count; j++) spriteDic.Add(sprites[j].name, sprites[j]); break; case ResourceType.GameObject: for (int j = 0; j < gameObjects.Count; j++) gameObjDic.Add(gameObjects[j].name, gameObjects[j]); break; case ResourceType.AudioClip: for (int j = 0; j < audioClips.Count; j++) audioClipDic.Add(audioClips[j].name, audioClips[j]); break; case ResourceType.AniClip: for (int j = 0; j < animationClips.Count; j++) aniClipDic.Add(animationClips[j].name, animationClips[j]); break; case ResourceType.Material: for (int j = 0; j < materials.Count; j++) materialDic.Add(materials[j].name, materials[j]); break; } } public T GetResource<T>(string rscName) where T : UnityEngine.Object { if (rscName == null) Debug.Log("-----------------------2"); return Instance.GetResource0<T>(rscName); } private T GetResource0<T>(string resourceName) where T : UnityEngine.Object { if (typeof(T) == typeof(Sprite)) { if (spriteDic.TryGetValue(resourceName, out Sprite sprite)) { return sprite as T; } } else if (typeof(T) == typeof(GameObject)) { if (gameObjDic.TryGetValue(resourceName, out GameObject gameObj)) return gameObj as T; } else if (typeof(T) == typeof(AudioClip)) { if (audioClipDic.TryGetValue(resourceName, out AudioClip audioClip)) return audioClip as T; } else if (typeof(T) == typeof(AnimationClip)) { if (aniClipDic.TryGetValue(resourceName, out AnimationClip aniClip)) return aniClip as T; } else if (typeof(T) == typeof(Material)) { if (materialDic.TryGetValue(resourceName, out Material material)) return material as T; } Debug.LogError($" * {resourceName} * 有都没有就想加载?给你凭空变一个"); return null; } }
12-06
"10-20-2025 09:42:35.845 INFO [http-nio-8080-exec-5] [TID: 25b82212fd794a47b4831f48eced2e02.229.17609533556960001] [Reqid: 552994be46c948ea8398100138b75798] [ReqTime: 2025-10-20 09:42:35] c.t.c.v.c.u.EventTrackUtil: [STAT] {\"userId\":\"8ab5a320811c5c8b01811d2f80f20002\",\"vmsId\":\"a84976add940407cbd7a76d66f5e86e7\",\"siteId\":1657427321749505,\"requestPattern\":\"/api/v1/vms/{vmsId}/sites/{siteId}/cases/add-clips\",\"requestMethod\":\"POST\",\"requestUri\":\"/api/v1/vms/a84976add940407cbd7a76d66f5e86e7/sites/1657427321749505/cases/add-clips\",\"loginSource\":\"g12yoOOeeuPnTFfQMgx/YQ==\",\"userAgent\":\"PostmanRuntime/7.49.0\",\"statusCode\":500,\"errorCode\":-2,\"requestBody\":\"{\\r\\n \\\"caseId\\\":\\\"123\\\",\\r\\n \\\"source\\\":0,\\r\\n \\\"startTime\\\":1760401307,\\r\\n \\\"endTime\\\":1760401375,\\r\\n \\\"deviceId\\\": \\\"8026233FB852089DE8B7A16319C44E27244223E2\\\",\\r\\n \\\"channelId\\\":0,\\r\\n \\\"playerId\\\":\\\"web_1f22255a3134fec0a09a450c67878205\\\",\\r\\n \\\"deviceType\\\":\\\"IPCAMERA\\\",\\r\\n \\\"relayService\\\":\\\"abc\\\"\\r\\n}\",\"responseBody\":\"{\\\"errorCode\\\":-2,\\\"message\\\":\\\"system internal error.\\\"}\",\"costTimeMs\":12}", "requestBody": "{\r\n \"caseId\":\"123\",\r\n \"source\":0,\r\n \"startTime\":1760401307,\r\n \"endTime\":1760401375,\r\n \"deviceId\": \"8026233FB852089DE8B7A16319C44E27244223E2\",\r\n \"channelId\":0,\r\n \"playerId\":\"web_1f22255a3134fec0a09a450c67878205\",\r\n \"deviceType\":\"IPCAMERA\",\r\n \"relayService\":\"abc\"\r\n}", 为什么请求返回失败响应
10-21
**项目名称:** 基于Vue.js与Spring Cloud架构的博客系统设计与开发——微服务分布式应用实践 **项目概述:** 本项目为计算机科学与技术专业本科毕业设计成果,旨在设计并实现一个采用前后端分离架构的现代化博客平台。系统前端基于Vue.js框架构建,提供响应式用户界面;后端采用Spring Cloud微服务架构,通过服务拆分、注册发现、配置中心及网关路由等技术,构建高可用、易扩展的分布式应用体系。项目重点探讨微服务模式下的系统设计、服务治理、数据一致性及部署运维等关键问题,体现了分布式系统在Web应用中的实践价值。 **技术架构:** 1. **前端技术栈:** Vue.js 2.x、Vue Router、Vuex、Element UI、Axios 2. **后端技术栈:** Spring Boot 2.x、Spring Cloud (Eureka/Nacos、Feign/OpenFeign、Ribbon、Hystrix、Zuul/Gateway、Config) 3. **数据存储:** MySQL 8.0(主数据存储)、Redis(缓存与会话管理) 4. **服务通信:** RESTful API、消息队列(可选RabbitMQ/Kafka) 5. **部署与运维:** Docker容器化、Jenkins持续集成、Nginx负载均衡 **核心功能模块:** - 用户管理:注册登录、权限控制、个人中心 - 文章管理:富文本编辑、分类标签、发布审核、评论互动 - 内容展示:首页推荐、分类检索、全文搜索、热门排行 - 系统管理:后台仪表盘、用户与内容监控、日志审计 - 微服务治理:服务健康检测、动态配置更新、熔断降级策略 **设计特点:** 1. **架构解耦:** 前后端完全分离,通过API网关统一接入,支持独立开发与部署。 2. **服务拆分:** 按业务域划分为用户服务、文章服务、评论服务、文件服务等独立微服务。 3. **高可用设计:** 采用服务注册发现机制,配合负载均衡与熔断器,提升系统容错能力。 4. **可扩展性:** 模块化设计支持横向扩展,配置中心实现运行时动态调整。 **项目成果:** 完成了一个具备完整博客功能、具备微服务典型特征的分布式系统原型,通过容器化部署验证了多服务协同运行的可行性,为云原生应用开发提供了实践参考。 资源来源于网络分享,仅用于学习交流使用,请勿用于商业,如有侵权请联系我删除!
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