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A Framework for Virtual Community Business Success the Case

A Framework for Virtual Community Business Success the Case
A Framework for Virtual Community Business Success the Case

A Framework for Virtual Community Business Success: The Case of

the Internet Chess Club

Mark Ginsburg and Suzanne Weisband

MIS Department, Eller College of Management, University of Arizona

{mginsbur,weisband}@https://www.doczj.com/doc/a716424183.html,

Abstract

Prior work has ide ntifie d, in pie ce me al fashion, de sirable characte ristics of Virtual Community busin e ss e s (VCBs) such as inimitabl e information assets, persistent handles fomenting trust, and an e conomic infrastructur e . Th e pre se nt work de ve lops a frame work for the succe ss of a subscription-base d VCB by taking into account the above elements and considering as we ll an inte rplay of the me mbe rship (both r e gular m e mb e rs and volunt e e rs), t e chnical fe ature s of the inte rface , and an e volutionary business model that supports member subgroups as they form.

Our frame work is applie d by an in-de pth

surve y of use and attitude of re gular me mbe rs and volunteers in the Internet Chess Club (ICC), a popular subscription-based VCB.. The survey results reveal that key features of the model are supporte d in the ICC case : me mbe r subgroups follow customize d communication pathways; a corps of volunteers is supported and recognized, and th e custom int e rfac e pr e s e nts cl e

ar navigation pathways to the ICC’s key large-scale information asset, a multi-million game database contribute d by re al-world che ss Grandmaste rs who enjoy complimentary ICC membership. We conclude by discussing VCBs in ge ne ral and how the frame work might apply to othe r domains.

1. Introduction: Virtual Communities as a Business

Advances in Internet bandwidth, software engineering, and general public awareness have greatly lowered the barriers to entry for businesses who wish to offer Virtual Communities (VCs) as a promotion vehicle or as the chief source of revenue. The strategy is clear: to leverage the ubiquitous reach and range of the Internet to locate and gather birds-of-a-feather interest groups, to provide these groups with convenient visual interface tools supporting asynchronous and synchronous group

interaction, and to sit back and watch as the nascent groups commingle in a virtual melting pot and bootstrap themselves to a critical mass. Early strategy papers [1] touted the vast potential of this new face a virtual community business (VCB) can present to its customers.

One of the domains enabled by increasing bandwidth and graphics sophistication is online gaming. Numerous prescriptive design papers have been set forth to assist in the planning of a VC offering, with varying degrees of business focus. Kollock [2] stressed the importance of trust via persistent VC identities; this trust can facilitate another recommended feature of a VC business, an economic infrastructure that can carry out transactions. The importance of a recognized ID was supported by a recent empirical study on eBay vendors [3] . Millen [4] and Marshall et al. [5] stressed the importance of designing the VC user base’s software tools with their needs in mind. Williams and Cothrel [6] reiterated that the users should have “a critical mass of functionality” at their disposal and that managers should delegate authority as much as possible down the ranks to the members so that they have discernible power to shape the rules of conduct in the VC. They also mentioned the common sense principles of providing user feedback channels, recruiting actively for new members, and the importance of the equity holders to acknowledge the “discretionary energy” (the volunteerism) of the many participants who spend time and effort to keep the community going with timely help for newcomers, and guidance to help members locate internal and external information assets of interest.

1.1. Volunteerism in a VCB

Utilizing volunteers effectively has long been recognized as import in VC-based businesses, since the cadre of owners may be quite small yet the Internet reach and range means the VC offering will be global in scope. Volunteers can, for example, provide timely multi-lingual help or they can assist in more core duties, such as

Figure 1. Volunteers Increase the

Perceived Value of the VC Business

maintaining the infrastructure of an online chat group [7].

What sorts of members can the owners attract into the volunteer workforce? Prior work shows that volunteerism, to some degree, is “prosocial” – an altruistic desire to do good. On the other hand, there is also some degree of selfish motives --- personal gain via the volunteer activity, be it recognition from superiors, a possible stepping stone toward a promotion, or some other non-altruistic rationale [8-10].

1.2 Virtual Community Business: Design with an Eye to Revenue

A VC business offering should identify and design itself for the capture of potential revenue streams. Some of the major possibilities are: subscription-based, where members enroll due to the attraction of differentiated content and functionality; ad-hoc based, where visitors can elect at irregular intervals to make a purchase (for example, a pay-per-premium-article news discussion forum), or advertisement-based, where visitors at a VC site, in order to use the functionality, must also view product placements. An example of the latter model is the Yahoo Gaming network. Bughin and Hagel and Bughin and Zeisser [11, 12] support VC operational performance in a set of limited studies with the caveat that cost-savings is paramount to ensure long-term viability .

In the subscription case, the business owners must plan a VC offering which offers dynamic content and functionality that will attract new members and entice existing members to renew. In the members’ interaction in the VC, there should be delegation of governance to further the sense of self-construction of the community’s members. This effort can be off-loaded, to some degree, to the volunteer force.

To avoid confusing the members, there should be segmentation of the communication channels to combat information overload [13]; what this means in practice is that the members are offered a chance to self-elect themselves into sub-groups and to “tune in” to various sub-group channels. To allow the members the chance to form persistent friendships and elevate trust, persistent IDs should be supported to further a sense of belonging [14] [2]; this belonging adds to the switching cost of leaving this VC and joining a competitor, thus assisting in member retention. The provision of the infrastructure to conduct economic transactions means the owners can act

as middlemen, making a market between VC buyers and sellers (in an online gaming world, this means a market in chess lessons and virtual exhibitions). Finally, the owners should acknowledge and reward volunteers. We are now ready to develop a simple

framework that will help subscription-based virtual community businesses plan for success.

1.3 A Framework for Subscription-Based Virtual Community Business Success

The operational cost of running a VCB based on a certain domain, for example gaming, is low compared to a brick-and-mortar gaming establishment. However, a viable business must generate profit: revenues must exceed costs. To ensure revenue in the case of a subscription-based VCB, the owners must focus on new member attraction and existing member retention. In both cases, the value added by the VCB must be made clear (in comparison with its free or fee-based competitors) and, if possible, the owners should build in an opportunity cost for switching. The greater the value perceived by the member, the greater the chance of establishing and maintaining a revenue stream from that member. There are two positive and one negative source for value. The positive aspects are the sum of the useful features for a particular member and the ease of interface navigation to reach those features. The negative component of value is the avoidance of switching opportunity costs by retaining the current business provider. Assuming the owners have made available the basic elements described in Section 1, we have a VCB scenario as pictured in Figure 1.

As Figure 1 shows, the members explore their environment with a client interface. During their session, they are guided to important resources such as internal databases, communication and filter techniques, dispute resolution guidelines, and economic transaction how-to’s and fulfillment with the help of a global volunteer corps. As the membership roster increases, the delegation of this facilitation by the owners to the volunteers becomes even more important.

The implication is that the most successful VCB would be one that actively encourages new volunteers to join the corps and recognizes existing volunteers with an explicit reward model.

1.4 Applying the Framework: The Internet Chess Club

The Internet Chess Club (ICC) offers a flexible testbed to check the framework we developed in Section 1.3. It is a highly successful subscription-based VC chess and related-game enterprise with an active international volunteer corps that currently has over 21,000 paid members and over 5,000 trial members with a low daily operational overhead. We exploit the fact that researchers can embed software participant/observers in this environment and gather data using conventional survey-based means and also via automated means, using an embedded software agent. We have taken advantage of this platform in prior work [15-17]; the current paper extends this work with an expanded analysis of member and volunteer attitudes and use (activity) analyses.

2. A Short History of the Internet Chess Club

In 1993 and 1994, Daniel Sleator, a Professor of Computer Science at Carnegie Mellon University, was an administrator and systems programmer on a public code base, the Internet Chess Server (ICS). He fundamentally reworked the code base and implemented useful chat features such as “shout” (a broadcast mechanism to shout to all logged on), “whisper” (where observers of a game can talk among themselves, discussing the game in progress, without disturbing the players), and “kibitz” (where observers’ comments are also heard by the players). In 1995, Sleator made the decision to privatize his altered code base, and named the new offering Internet Chess Club (ICC). He established ICC on a subscription basis in early 1995 and in the first quarter of 1995, had 223 paying members (at $49/year/adult; $29/year/student). The ICC now boasts more than 21,000 paid members, with an additional 25,000 free week-long trial accounts (a percentage of which it hopes to convert to paid status). In addition, about 5,000 free accounts are accorded the computer programs and titled players such as Grandmasters. In its short lifetime, ICC has accumulated over 100,000 paid and trial handles in its internal database. Currently, ICC is active with live broadcasts of chess events all over the world, and it has expanded its offering by acquiring Chess.FM, a chess radio web site. Thus ICC members can now follow games using a visual interface (cf. Section 2.1) while they follow the Chess.FM audio.

2.1. ICC from the Member’s Perspective

ICC makes use of a rich visual client to play and study chess, to chat, to take lessons, and to seek individual games and tournaments. Figure

2 shows a screenshot of the Blitzin software client, which is freely downloadable from https://www.doczj.com/doc/a716424183.html,/. In Figure 2, notice our research chatbot, “Aslak” presenting a game lecture in one window and talking to the member

in another; proposing the user visit a webpage and fill out a survey form. This solicitation technique is discussed in our discussion on the survey methodology in Section 3. Members logged on to ICC have a set of synchronous and asynchronous communication choices. They can communicate by private tells to one another, or

by shouts (broadcast messages) or by directed comments to ‘channels’. They can also leave asynchronous messages to individual members

or to a general ‘suggestion’ account. Guests (unregistered players) can logon but they can only communicate to the Help Channel.

According to Jones and Rafaeli [13], communication segmentation strategies are critical to combat information overload. The ICC supports Communities of Interest - users who interact intensively with one another, but only on limited topics [1] by the use of “Channels”. For example, there is a politics channel, a non-chess programming channel, a religion channel, a sports channel, many language channels, and much more. If members offend one another, ICC offers the censor command to stop receiving indefinitely any communication from an offending party. The channels on ICC are not only limited to general

Figure 2. Member Exploration of the ICC Environment Using a Custom

Client Interface, Blitzin chat. Sometimes new channels are introduced to support specific member-contributed innovation which increases the feature set of ICC as a whole. Related worlds, not part of the original ICC, are glued onto the ICC code base and new channels are dedicated to the related worlds. Channels are analogous to tuning into a certain radio frequency; some are moderated, and others are not.

Related to Channels are ICC “Groups”, introduced in January 2001. ICC delegates authority from owners to administrators, to police the groups, and from the administrators to the group-operators, for further sub-policing. This notion of distributed delegation is consistent with [6] [2]. Groups and Channels help segment the population and lower the “background chatter” to help members focus on chats and announcements of interest, consistent with [13]. 2.2. ICC Members: Grandmasters, Volunteers and Other Subgroups

Both implicit and explicit volunteers contribute effort to ICC. Implicit volunteers are those individuals whose efforts are not usually

tied to particular individuals – i.e., they are not known in advance by ICC members. E xplicit volunteers are those individuals who are known by ICC members, and whose efforts are tied directly to them.

The ICC membership roster includes professional players, whose real world accomplishments correlated with virtual identities. The World Chess Federation awards titles at annual real-world congresses to recognize chess accomplishments. Titled chess players – male Grandmasters (GM) and International Masters (IM), and female Grandmasters (WGM) and International Masters (WIM) – are the first type of implicit ICC volunteer. They form a core set of vendors who can make use of the ICC economic system by offering lessons or simultaneous exhibitions for a fee. In addition, having a large proportion of the

real-world titled players as members is a good promotional benefit that the ICC can use for marketing purposes. As of February 2002, ICC has 318 Grandmaster members, (out of a real world total of 786, or 60%, and 646 International Master members out of a real world total of 2,185, or 27%). All of the chess games played by

the titled players flow directly into an internal ICC games database. The database is a structured and proprietary information archive of high value to the members who wish to improve their game by allowing members to search the results of games and place them in their private databases for replay and study. It is not possible to log onto ICC, export the database en masse, and use it outside which would weaken its benefit [2] . There are currently over 1.3 million chess games in this database and it, coupled with the Blitzin visual tool, serves the players’ community of practice [4, 18] well. Because of their importance to the core activity of the community, and to encourage their use of the ICC software and database, ICC offers free membership to titled players.

E xplicit volunteers help ICC members

interested in playing and learning chess. “Helpers” are identified with an “H” suffix after their ICC identity, or “handle”. Thus the suffix after the handle is a form of artificial status. Members must take a test, which is administered by a testing software agent, to become a Helper. They are not paid, however. Their reward is a private chat channel, Channel 100, where they can discuss ICC issues and socialize among themselves, much like the https://www.doczj.com/doc/a716424183.html, “virtual water cooler” [6]. The members’ questions to the Helpers, and their responses, occur in the main channel, Channel 1. “Administrators” or “Admins” are also able to respond to Channel 1 questions. Admins also have a higher degree of authority and status than the Helpers. For example, Admins can look up members’ data such as their email address, their current dues status, and their most recent IP numbers in their logon history. They can ban people who are behaving in their view offensively from the server, or, in extreme cases, they can delete accounts permanently. They can also create complimentary accounts for Grandmasters and serve in addition as watchful guardians over the group of relatively less experienced Helpers. Most of the Admins are also unpaid volunteers, however some of them are paid consultants, and a few of them are equity holders in the privately held ICC.

Another type of explicit volunteer is the Manager. The Manager may also be an Admin or a Helper, but this is not required. The Manager fulfills the important role of running chess tournaments on demand. So, while Helpers and Admins assist and socialize new ICC members to the rules, norms and obligations of the community, Managers assist by creating the analog of a real-world chess tournament in this virtual environment.

In sum, ICC makes use of a volunteer base to provide around-the-clock service, seven days a week. Volunteer groups are recruited from around the world to serve its global community of members. The volunteers are recruited to address the observation that “online communities can connect narrow, targeted segments while leveraging the ubiquity of the web to generate sufficient reach.” [11]. The ICC relies on volunteers to assist in member acquisition and retention. While there is no financial incentive to volunteer, there is status, and the opportunity to move up the volunteer chain.

3. ICC Member Attitudes and Activities Survey

We conducted a web-based survey in the time frame January 2003 to March 2003. To conduct the online survey, we used research assistants who logged on to ICC and we also made use of a software chatbot which functions in the ICC environment. This chatbot has been described previously [15, 16, 19]; it is a participant and observer in this community. It can give chess lectures at prearranged intervals (reading from a canned script), or it can chat in a human like manner. The interactive portion of the ICC Robot is built around program “D”, a Java 2 implementation of the ALICE platform written by Jon Baer. Richard S. Wallace is the ALICE project originator (https://www.doczj.com/doc/a716424183.html,). To promote our survey, we modified this chat interaction to have the chatbot, at intervals, solicit members to go to the Web questionnaire. The member’s ID is passed to the survey as ap parameter. To view the survey, visit the Web page https://www.doczj.com/doc/a716424183.html,/surveys? The questionnaire consists of basic demographic questions and set of attitudinal and use (activity) statements on a Likert 1 to 7 scale. There is also a section meant only for the volunteers. The net result of the combined chatbot and research assistant promotion was 124 respondents, with 29 of those being volunteers (Helpers or Administrators).

4. Results

We investigated how volunteers in the ICC community (24%) felt about ICC, as compared

to non-volunteers (76%). Table 1A describes the demographic data collected from 127 ICC members.

Table 1B. ICC Variables.

Table 1A. Demographic Variables.

Table 1B shows the chess skill level of the ICC

members and how many ICC members the

respondents are acquainted with in real life. The

letter grades correspond to 200 rating point

increments. The rating fluctuates after each game

played depending on the result (win, lose or

draw) and the opponent’s rating. A Senior

Master is rated 2400 and above; a master is

2200-2399, an expert is 2000-2199, and so on

down to the letter F, which is less than 1000.

The histogram of the rating distribution is similar

to the real world United Chess Federation with n

= approximately 55,000.

Most of the members who answered the survey

were males (94%), with at least a college degree

(72%) and a wide range of age groups . A

majority have been members of ICC for more

than 2 years (59%), and the range of chess skill

levels is normally distributed. Most ICC

members spend over 20 hours per week online

(42%), with 49 members (44%) knowing at least

5 members in real life.

4.1. Self-Reports on Attitudes and Behaviors We asked 36 questions designed to elicit self-reported attitudes and behaviors of ICC members. Participants responded using a 7-point scale, where 1 was “strongly disagree” and 7 was “strongly agree.” Multi-item scales were developed with factor analysis using varimax rotation. Scale items were included if they loaded at 0.45 or higher on the same factor and

did not cross-load (at 0.40 or higher) on any

other factor. The items that make up all the

multi-item scales and the results of the factor

analysis are shown in Table 2, in Appendix A.

Factor 1 represents the various views of ICC,

supporting the community (e.g., helping others,

building relationships). The items in Factor 2

represent ICC members who are addicted to ICC

(e.g., log on every day, feel at home, lose track

of time) Factor 3 represents those members who

are focused on learning about and improving

their chess game (e.g., constructive use of time,

learn about chess) while Factor 4 connotes those

members who have more of a social focus (e.g.,

meeting people, playing nonchess games). Factor

5 are those members seem committed and enjoy

their time as ICC members (e.g., plan to renew

membership, recommend ICC to real world

chess players).

4.2. Self-Reports on Use Table 3 presents the various types of uses that

ICC members reported in their survey. As discussed earlier, there are many software tools

available to allow a variety of uses for ICC members.

There are tools to socialize and observe others

(e.g., whisper, kibitz, read others’ finger notes),

tools to learn about chess (e.g., listen to lectures, play simulations), and tools for other types of non-chess playing games (e.g., wild games, non-chess games). Referring back to Figure 1, there

Variables Value N (%) 11 to 20 yrs 38 (30%) Age 21 to 30 yrs 30 (24%) 31 to 40 yrs 33 (27%) 41 to 50 yrs 14 (11%) Over 50 yrs

9 ( 7%)

Less than H.S.

27 (21%)

E ducation H.S. 35 (28%) Undergrad 33 (26%)

Masters 22 (18%)

PhD 9 ( 7%) Gender Male

116 (94%)

Female

7 ( 6%)

Volunteers Regular members 94 (76%) Helpers/Admins 29 (24%) < 1 year 36 (29%) Years as ICC 1 to 2 years 16 (13%) Member > 2 years 74 (58%)

ICC Variables Value

N (%)

F (lowest)

5 ( 4%) E

6 ( 5%)

D

13 (11%) Chess Rating

C

23 (19%)

B

19 (16%) A 25 (21%) E xpert

21 (18%)

Master

6 ( 5%)

Senior Master (highest) 1 ( 1%)

None 49 (43%) ICC members Less than 5 14 (13%) known in real life 5 to 9 members

35 (31%) > 10 members 14 (13%)

Table 3. Principle Components Analysis of Use Variables

are interface features to support the major use subgroups identified in Table 3.

4.3. Relating the Demographic Variab les with the Attitude and Use Factors

Table 4, in Appendix B presents the results of the full correlation table with the demographic, ICC variables, and factor scores from attitude and use data. Age is highly correlated with education (r = .54, p < .01) and years as an ICC member (r = .36, p < .01). Males have with higher educational levels than females (r = -.20, p < .05) and a higher chess skill level (r = -.25, p < .01) Those who have been ICC members for over two years spend more hours per week online (r = .19, p < .05), are more likely to be volunteers (r = .28, p < .01), have higher chess ratings (r = .28, p < .01), and know more ICC members outside the online community (r = .31, p < .01). Thus, ICC provides an environment to encourage and grow the volunteer corps, which is the critical facilitation element presented in Figure 1. Note also that the more hours spend on ICC per week, the higher the chess rating (r = .23, p < .05). This reinforces the idea that there are suitable tools on ICC to generate perceived value from the “chess focus” attitude 3 in Table 2.

The correlation of attitude factor scores with the demographic and ICC variables is revealing. Those who were ICC members longer (r = .34, p < .01) and volunteers (r = .25, p < .01) were correlated with supporting ICC (Attitude Factor 1). Not surprisingly, addiction to ICC (Attitude Factor 2) is related spending more time in the community and knowing more members outside the ICC community (r = .22, p < .05). It also seems that knowing members outside of ICC is also related to a motivation to stay a member (r = .31, p < .01), but not necessarily to improving their chess game (r = -.23, p < .05).

Finally, the correlation of use factor scores with the other variables suggests those who support ICC (Attitude Factor 1) use a variety of ICC tools for a variety of reasons. In addition, those who express an attitude about wanting to improve their chess game (Attitude Factor 3) also use more chess tools (r = .23, p < .05) but not other games (r = -.22, p < .05). Game players (Use Factor 3) tend to be younger (r = -.21, p < .05), spend more time on ICC (r = .25, p < .05), are more likely to volunteer (r = .25, p < .05), and have lower chess ratings (r = -.39, p < .01).

Note finally that all of the use factors, chess focus, social, and general games player, all correlate significantly with the “support ICC”

attitude – a positive outcome for the ICC management. The interface, with the help of the volunteers, has thus provided enough value for each of the use subgroups.

4.4. Discussion of Results

The factor analyses of attitudes and use of ICC demonstrate a set of personality traits consistent with volunteerism: these include support of the

ICC and real-world chess communities, the importance of helping other people, the importance placed on relationships with other ICC members, and the willingness to give feedback to improve ICC. Different kinds of member subgroups are interested in proactively shaping the internal norms and rules of behavior, based on their interests [2]. The results show a high degree of direct communication and interaction [20]. ICC is receiving payoff here from acknowledging its existing corps of volunteers.

Considering these results in light of the overview framework presented in Figure 1, we see evidence for perceived value accruing from many of the prescriptive VCB elements suggested by the literature: channel communication, filtering, economic barter, and large-scale information assets. We also see the key role of volunteers in facilitating feature

Variables

Socializer Improve Chess Game

Player whisper .80

.12 .05 kibitz

.74

.04 .02 change my finger notes

.66

.15 .31 observe games .58.12 -.29 read ICC members' finger notes .55-.16 .36 censor .53-.11 -.01 listen to robot lectures.22 .68-.18 take chess lessons .01 .64.07play in simuls .16 .57.40listen to human lectures

.48.56-.16 standard games -.09 .55.09bullet games .14 -.50 .30shout .19 .49.40blitz games .22 -.43 -.31 help other icc members .26 .14 .66wild games -.36 -.14 .62play in tourneys .10 .02 .55chat .40 -.18 .50play nonchess games -.15 .07 .48

access. ICC has the additional unusual feature of volunteers having the ability to extend the core business model by contributing software to the environment, which supports the general games player subgroup.

We also see members who are positive about ICC and who derive both chess-related benefit and intangible mood-related benefit. This is a payoff from the full-featured Blitzin client, the persistent handles fomenting trust, and the wide range of communication and software support for personal and larger group interaction. In addition, we see ICC members who prefer “non-chess games” and the socializers value the constant influx of newcomers.

5. Concluding Remarks

The analysis lends support to the argument that the ICC, with its dynamic environment, sophisticated interface, and support for both explicit and implicit volunteerism, is able to provide value to each of the member categories we identified in the analyses of their attitudes and their activity preferences.

The classic virtual community considerations of trust, reputation, identity, and economic infrastructure are all apparent in this environment and the linkage between virtual chess ratings and real-world chess ratings offers an unusual tie to strengthen findings regarding chess play in this environment. More generally, we show that volunteerism is a key “glue” component to facilitate and orient members to access the tools best suited for their use patterns and attitudes; a loss of volunteer discretionary energy would be disorienting and harmful to the owners’ interests.

Our future plans include a study specifically targeting the ICC member retention decision process.

6. References

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[2] P. Kollock, "Design Principles for Online Communities," presented at Harvard Conference on

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[3] P. Resnick, R. Zeckhauser, J. Swanson, and K. Lockwood, "The Value of Reputation on eBay: A Controlled Experiment," presented at ESA conference, Boston, MA, Boston, MA, 2002.

[4] D. R. Millen, "Community Portals and Collective Goods: Conversation Archives as an Information Source.," presented at 33rd International Conference on System Sciences, Hawaii, 2000.

[5] C. C. Marshall, F. M. Shipman, and R. J. McCall, "Making Large-Scale Information Resources Serve Communities of Practie," Journal of Management Information Systems, vol. 11, pp. 65-86, 1995.

[6] R. Williams and J. Cothrel, "Four Smart Ways to Run Online Communities," Sloan Management Review, vol. 2000, pp. 81-91, 2000. [7] B. Butler, L. Sproull, S. Kiesler, and R. Kraut, "Community Effort in Online Groups: Who Does the Work and Why?," in Leadership at a Distance, L. Atwater, Ed., 2002.

[8] M. Snyder and A. M. Omoto, "Basic Research and Practical Problems: Volunteerism and the Psychology of the Individual and Collective Action.," in Volunterism and Psychology of Collective action, 2001, pp. 287-307.

[9] J. K. Murnighan, J. W. Kim, and A. R. Metzger, "The Volunteer Dilemma," Administrative Science Quarterly, vol. 38, pp. 515-538, 1993. [10] L. A. Penner and M. A. Finkelstein, "Dispositional and Structural Determinants of Volunteerism," Journal of Personality and Social Psychology, vol. 74, pp. 525-537, 1998.

[11] J. Bughin and J. Hagel, "The Operational Performance of Virtual Communities - Towards a Successful Business Model?," Electronic Markets, vol. 10, pp. 237-243, 2000.

[12] J. Bughin and M. Zeisser, "The marketing Scale Effectiveness of Virtual Communities," Electronic Markets, vol. 11, pp. 258-262, 2001. [13] Q. Jones and S. Rafaeli, "Time to Split Virtually: 'Discourse Architecture' and Community Building' Create Vibrant Virtual Publics," Electronic Markets, vol. 10, pp. 214-223, 2000.

[14] A. L. Blanchard and M. L. Markus, "Sense of Virtual Community - Maintaining the Experience of Belonging," presented at 35th hawaii International Conference on System Sciences, Hawaii, 2002. [15] M. Ginsburg and S. Weisband, "What's Inside a Successful Virtual Community Business? The case of the Internet Chess Club," presented at AMCIS, Tampa, FL, 2003.

[16] M. Ginsburg and S. Weisband, "Social Capital and Volunterism in Virtual Communities: The case of The Internet Chess Club," presented at HICSS-35, Virtual Communities Minitrack, Hawaii, 2002. [17] M. Ginsburg, "Growing Out of Its Skin: Principles of the Evolution and Extension of the Internet Chess Club, 1995 to Present," presented at AMCIS, Boston, MA, 2001.

[18] D. R. Millen, M. A. Fontaine, and M. J. Muller, "Understanding the Benefit and Costs of Communities of Practice," Communications of the ACM, vol. 45, pp. 69-73, 2002.

[19] M. Ginsburg, "Realizing a Framework to Create, Support, and Understand Virtual Communities," presented at Infonomics/Merit Workshop on Digitisation of Commerce: e-Intermediation., Maastricht, Holland, 2001.

[20] J. Hummel and U. Lechner, "Social Profiles of Virtual Communities," presented at 35th Hawaii International Conference on System Sciences, Hawaii, USA, 2002.

A p p e n d i x A . T a b l e 2. R e s u l t s o f F a c t o r A n a l y s i s o f P e r c e i v e d

B e n e f i t s a n d U s e s

V a r i a b l e s

F a c t o r 1S u p p o r t I C C F a c t o r 2A d d i c t i o n

F a c t o r 3C h e s s F o c u s F a c t o r 4S o c i a l F a c t o r 5M o t i v a t e d t o S t a y H e l p o t h e r p e o p l e

.813.146 -.190 .035 .078 I s u p p o r t t h e I C C c o m m u n i t y .811.114 -.017 -.048 .132 B e c o m e k n o w n t o I C C m e m b e r s .777.086 .109 .188 -.152 B u i l d r e l a t i o n s h i p s w i t h I C C m e m b e r s .730.165 .065 .308 .145 S u p p o r t r e a l w o r l d c h e s s c o m m u n i t y .677.199 .106 .067 .085 T e m p t e d t o p a r t i c i p a t e a s a h e l p e r .624.054 .177 .077 .243 G e t m y q u e s t i o n s a n s w e r e d .621-.048 .164 -.211 -.116 C a r e e r a d v a n c e m e n t o r p r o f e s s i o n a l v i s i b i l i t y .598.086 .212 .168 -.099 I p r o m o t e I C C t o p e o p l e I k n o w .589.172 -.034 -.011 .218 O f t e n p r o v i d e f e e d b a c k t o i m p r o v e I C C .577.310 .062 .114 .186 E a s y t o l o s e t r a c k o f t i m e o n I C C .138 .789-.022 -.029 .095 I a m a d d i c t e d t o I C C .128 .658.141 -.068 .077 F e e l a t h o m e w h e n I l o g o n t o I C C .231 .647.115 .219 .237 I C C d o e s n o t i n t e r f e r e w i t h r e a l l i f e r e l a t i o n s h i p s (r e v e r s e ) .179-.555

.165 .023 .244 L o g o n a l m o s t e v e r y d a y .243 .520.200 -.059 -.162 P e o p l e i n t e r f e r e w i t h e n j o y m e n t .153 .473-.064 .077 .030 D o n ’t c a r e i f I i m p r o v e (r e v e r s e ) .052 .197 -.754-.024 .114 I m p r o v e d i n c h e s s s i n c e j o i n i n g .126 .094 .676.011 .231 I C C i s a c o n s t r u c t i v e u s e o f m y t i m e .226 .208 .671-.027 .124 L e a r n a b o u t c h e s s .271 .068 .445-.392 .207 W o u l d n o t w a n t t o s o c i a l i z e (r e v e r s e ) -.026 .052 -.282 -.615.239N o t h i n g w r o n g w i t h p e o p l e m e e t i n g f i r s t .025 .156 -.055 .603.187M e t p e o p l e o n I C C t h a t a r e g o o d f r i e n d s .441 .015 -.039 .565.174N o n -c h e s s c h a n n e l s a r e e n t e r t a i n i n g .310 -.302 -.267 .536-.092 R e a l s e n s e o f c o m m u n i t y i n m y c h a n n e l s .399 .160 -.180 .451.354I C C i s a n e a s y v i r t u a l s p a c e t o n a v i g a t e .140 -.065 .091 .107 .652I p l a n t o r e n e w m e m b e r s h i p -.056 .139 .334 .013 .625I C C h e l p a t m o s p h e r e p o l i c y w o r k s w e l l .172 -.247 .030 -.322 .535I w o u l d r e c o m m e n d I C C t o r e a l w o r l d c h e s s p l a y e r s -.065 .324 .319 .210 .473K n o w i n g a m e m b e r d e t e r m i n e s t r u s t i n p o s t .238 .190 -.222 .386 .449

A p p e n d i x

B . T a b l e 4.

C o r r e l a t i o n s t a t i s t i c s a m o n g d e m o g r a p h i c a n d I C C v a r i a b l e s a n d f a c t o r s c o r e s

1 2 3 4 5 6 7 8 9 10 11 12 13

D e m o g r a p h i c

V a r i a b l e s 1. A g e 1.00 2. G e n d e r -.05 1.00 3. E d u c a t i o n

.54** -.20* 1.00

I C C V a r i a b l e s

4. Y e a r s a s I C C M e m b e r .36** -.09

.28* 1.00

5. H o u r s S p e n t o n I C C .08 -.16+ -.07 .19* 1.00

6. V o l u n t e e r (H e l p e r ) -.05 -.05 -.02 .28**

.13 1.00 7. C h e s s R a t i n g C l a s s -.05 -.25**.11 .27**

.23* .06 1.00 8. I C C M e m b e r s K n o w n i n R e a l L i f e

-.01 .15-.07 .31**.06.12 .48**1.00

A t t i t u d e F a c t o r S c o r e s 9. S u p p o r t I C C -.02 .18+ -.13 .14 .34**.25**-.05 .05 1.00 10. A d d i c t i o n .27** -.12 .21* .28**.38**.09 .14 .22* ---- 1.00 11. I m p r o v e C h e s s -.21* -.11 -.28**-.32**.12 -.22* -.04 -.23* ---- ---- 1.00 12. M o t i v a t i o n t o S t a y -.09 .20* -.13 .27**.09 .12 .17+ .31**---- ---- ---- 1.00 13. S o c i a l

.15 .04 -.05 .17+ .04 .11 -.14 -.11 ---- ---- ---- ---- 1.00

I C C U s e F a c t o r

S c o r e s 14. S o c i a l U s e s -.11 .09 .01 .12 .17 -.12 .22* .17 .21* .14 .07 .23* .05 15. C h e s s F o c u s .16 -.04 .10 -.25* -.11 -.09 -.29* -.39**.29** -.16 .23* -.07 .00 16. G a m e P l a y e r

-.17 .14 -.21* .15 .25* .32* -.39**.03 .48** .05 -.22* .22* -.02

N o t e . C o r r e l a t i o n s w i t h i n f a c t o r s s c o r e s a r e n o t r e p o r t e d s i n c e t h e y a r e o r t h o g o n a l , w i t h a c o r r e l a t i o n o f z e r o b e t w e e n t h e m b e c a u s e t h e y a l l h a v e a

m e a n o f 0 a n d a s t a n d a r d d e v i a t i o n o f 1. **p < .01, *p < .05, +p < .10

Proceedings of the 37th Hawaii International Conference on System Sciences - 2004

新编英语语法教程(第6版)练习参考答案

新编英语语法教程(第6版)第21讲练习参考答案Ex. 21A was sorry to learn… will be sad to hear… would be very surprised to receive… is happy to have found… was afraid to go… was pleased to hear… am very anxious to meet you. were delighted to receive your telegram. were sensible to stay indoors. clerk was prompt to answer the call. rule is easy to remember. are reluctant to leave this neighbourhood. house is difficult to heat. you ready to leave would be foolish to go out in this weather. is quick to see the point. is very keen to get on. are proud to have him as a friend. was rude not to answer your letter. are happy to have you with us this evening. Ex. 21B decision to resign surprised all of us. showed no inclination to leave.

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导论———语法层次 0.1 词素 1)自由词素 2)粘附词素 0.2 词 1)简单词、派生词、符合词 2)封闭词类和开放词类 0.3 词组 1)名词词组 2)动词词组 3)形容词词组 4)副词词组 5)介词词组 0.4分句 1)独立分句和从属分句 2)简单分句和复杂分句 3)主句和从句 4)限定分句、非限定性分句、无动词分句0.5 句子 1)完全句和不完全句 2)简单句、并列句、复杂句、并列复杂句 第1讲句子结构 1.1 主谓结构和句子分析 1)主语和谓语 2)句子分析 1.2 基本句型及其转换与扩大 1)基本句型 2)基本句型的转换与扩大 第2讲主谓一致(一) 2.1指导原则 1)语法一致 2)意义一致和就近原则 2.2 以-s 结尾的名词作主语的主谓一致问题1)以-s结尾的疾病名称和游戏名称 2)以-s结尾的学科名称 3)以-s结尾的地理名称 4)其他以-s结尾的名词 2.3 以集体名词作主语的主谓一致问题 1) 通常作复数的集体名词 2)通常作不可数名词的集体名词 3)既可作单数也可作复数的集体名词 4)a committee of 等+复数名词

第3讲主谓一致(二) 3.1 以并列结构作主语的主谓一致问题 1)由and/both... And 连接的并列主语 2)由or/nor/either...or 等连接的并列主语 3)主语+as much as 等 4)主语+as well as 等 3.2 以表示数量概念的名词词组作主语的主谓一直问题1)以表示确定数量的名词词组作主语 2) 以表示非确定数量的名词词组作主语 3.3 其他方面的主谓一致问题 1)以名词性分句作主语的主谓一致问题 2)以非限定分句作主语的主谓一致问题 3)关系分句中的主谓一致问题 4)分裂句中的主谓一致问题 5)存在句中的主谓一致问题 第4讲 4.1 名词分类和名词词组的句法功能 1)名词分类 2)名词词组的句法功能 4.2 名词的数 1)规则复数和不规则复数 2)集体名词、物质名词、抽象名词、专有名词的数4.3 单位词 1)一般表示个数的单位词 2)表示形状的单位词 3)表示容积的单位词 4)表示动作状态的单位词 5)表示成双、成对、成群的单位词 第5讲 5.1 名词属格的构成、意义和用法 1)名词属格的构成 2)名词属格的意义 3)名词属格的用法 5.2 独立属格和双重属格 1)独立属格 2)双重属格 第6讲限定词(一) 6.1限定词与三类名词的搭配关系 1)能与三类名词搭配的限定词 2)只能与单数名词搭配的限定词 3)只能与复数名词搭配的限定词

robotframework-selenium学习

一 selenium简介 什么是Selenium? Selenium 自动化测试浏览器,它主要是用于Web 应用程序的自动化测试,但肯定不只局限于此,同时支持所有基于web 的管理任务自动化。 Selenium 的特点: 1.开源,免费 2.多浏览器支持:FireFox、Chrome、IE、Opera 3.多平台支持:linux 、windows、MAC 4.多语言支持:java、Python、Ruby、php、C#、JavaScript 5.对web 页面有良好的支持 6.简单(API 简单)、灵活(用开发语言驱动) 7.支持分布式测试用例执行 Selenium 经历了两个版本,Selenium 1.0 和Selenium 2.0 ,Selenium 也不是简单一个工具,而是由几个工具组成,每个工具都有其特点和应用场景。 Selenium IDE Selenium IDE 是嵌入到Firefox 浏览器中的一个插件,实现简单的浏览器操作的录制与回放功能。 那么什么情况下用到它呢? 快速的创建bug 重现脚本,在测试人员的测试过程中,发现了bug 之后可以通过IDE 将重现的步骤录制下来,以帮助开发人员更容易的重现bug。 IDE 录制的脚本可以可以转换成多种语言,从而帮助我们快速的开发脚本,关于这个功能后而用到时再详细介绍。 Selenium Grid Selenium Grid 是一种自动化的测试辅助工具,Grid 通过利用现有的计算机基础设施,能加快Web-app的功能测试。利用Grid,可以很方便地同时在多台机器上和异构环境中并行运行多个测试事例。其特点为: 1.并行执行 2.通过一个主机统一控制用例在不同环境、不同浏览器下运行。灵活添加变动测试机 Selenium RC Selenium RC 是Selenium 家族的核心工具,Selenium RC 支持多种不同的语言编写自动化测试脚本,通过Selenium RC 的服务器作为代理服务器去访问应用从而达到测试的目的。Selenium RC 使用分Client Libraries 和Selenium Server,Client Libraries 库主要主要用于编写测试脚本,用来控制Selenium Server 的库。

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大学英语语法模拟试题 1. Mr. and Mrs. Burns feel more comfortable on a ship than they would be if they ______________any other way. A. would travel B. travelled C. are travelling D. have travelled 2. We______________ that Jim be there. A. hope B. wish C. expect D .ask 3. Lucy is glad she didn’t stay on the farm. She______________ bored. A. may be B. will be C. could be D. might have been 4. The dean of studies would have come to see you had it been possible, but he ______________so busy then. A. had been B. was C. were D. would be 5. They would certainly have come and helped us ______________time. A. did they have B. had they had C. had they have D would they have 6. If you were in better health, we______________ you to join in the work last week. A. would have allowed B. would allow C. should allow D. had allowed 7. She cried for her______________ lover. A. departed B. being departed C. departing D. having departed 8. ______________ in an important examination, one of the students in his class lost interest in his work A. Failing B. Failed C. Having been failed D. Having Failed 9. If it______________ tomorrow, I’ll stay at home. A. rained B. will rain C. had rained D. rains 10. “It’s getting very late.”“Yes, it’s time______________.” A. that we left B. we leave C. we’ll leave D. we have left a bus to go there, but he preferred to walk.

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《新编英语语法教程》主要章节语法术语Introduction: Grammatical Hierarchy (导论—语法层次) 2. Parts of speech (word class) 3. Phrases 词组 4. Clause 分句 5. Sentence 句子 1. Morpheme 词素 Free morpheme 自由词素 Bound morpheme 粘附词素 Allomorph 词素变体 Noun phrase Verb phrase Adjective phrase Adverb phrase Preposition phrase Conjunction

Lecture 1 Sentence Structure(L1)Sentence elements: S (subject) 主语V (predicate verb) 谓语动词 O (object) 宾语 C (complement) 补足语 A (Adverbial) 状语 1. Two ways of sentence analysis 1) SVO Sentence Clause NP VP NP Subject Predicate verb Object All the man have done their best. Sentence = Subject + Predicate (Predicate Verb + Object, Complement, Adverbial, etc.) ●句子由主语和谓语构成,进一步把谓语剖析为谓语动词、宾语、补语、状语等。 2) Subject + Predicate (= operator + predication) Sentence Clause Subject Predicate Operator Predication All the man have done their best. ●句子由主语和谓语构成,进一步把谓语剖析为操作词(operator)和述谓成分(predication)。 2. Basic clause types SVC, SV, SV A, SVO, SVOA, SVOC, SV oO Lecture 2 Subject-Verb Concord (L2-3) Guiding principles: Grammatical Concord Notional Concord Principle of Proximity 语法一致原则意义一致原则就近原则 Nominal clause Non-finite clause Relative clause Cleft sentence Existential clause 名词性分句非限定分句关系分句分裂句存在句Lecture 3 Noun and Noun Phrase(L4-5) 1. Classification of nouns

新编英语语法教程期末考试试卷.doc

大学英语语法模似试题 1. Mr. and Mrs. Burns feel more comfortable on a ship than they would be if they any other way. A. would travel B. travelled C. are travelling D. have travelled 2. We that Jim be there. A. hope B. wish C. expect D .ask 3. Lucy is glad she didn^ t stay on the farm. She bored. A. may be B. will be C. could be D. might have been 4. The dean of studies would have come to see you had it been possible, but he so busy then. A. had been B. was C. were D. would be 5. They would certainly have come and helped us time. A. did they have C. had they have 6. If you were in better health, wc. A. would have allowed C. should allow 7. She cried for her A. departed B. being departed C. departing D. having departed _____________ in an important examination, one of the students in his class lost interest in his work A. Failing B. Failed C. Having been failed D. Having Failed 9. Tf it _____________ tomorrow, P 11 stay at home. A. rained B. will rain C. had rained D. rains 10. “Tt’ s getting very late. n “Yes, it’ s time __________________________ . ” A. that we left B. we leave C. we^ 11 leave D. we have 1 eft 1 Ule ______________ a bus to go there, but he preferred to walk. A. should have taken B. could take C. could have taken IX hadn^ t taken 12. _____________ the English examination I would have gone to the concert last Sunday- A. Tn spite of B. But for C. Because of D. As for 13- _____________ , we can hardly get to the station by sixclock. A. As it wi 11 be B. As it seemed C. As it is D. As if it seems 14. We hung out a lantern lest he ___________________ lost in the mist. A. gets B. get C. will get D. got 15- Tt is quite natural that such fears _______________________ . A. rise B. should arise C. should rise D. are arisen 16. Pm sorry to _________________ your private thoughts, but T think we should get on with some work. A. break in B. break on C. break in on D. break out 17. Do you think he will_________________ a cook wearing that hat? pass for B> pass as C. pass through D. pass on B. had they had D would they have ___________ you to join in the work last week. B. would allow D. had allowed 1 over. 8.

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服务器基础知识【初学者必看】 1. 什么是服务器 就像他的名字一样,服务器在网络上为不同用户提供不同内容的信息、资料和文件。可以说服务器就是Internet网络上的资源仓库,正是因为有着种类繁多数量庞大内容丰富的服务器的存在,才使得Internet如此的绚丽多彩。 2. 服务器的种类和功能 (1) WWW服务器(WWW Server) WWW服务器也称为Web服务器(Web Server)或HTTP服务器(HTTP Server),它是Internet上最常见也是使用最频繁的服务器之一,WWW服务器能够为用户提供网页浏览、论坛访问等等服务。比如:我们在使用浏览器访问https://www.doczj.com/doc/a716424183.html,的时候,实际上就是在访问Discuz!的WWW服务器,从该WWW服务器获取需要的论坛资料和网页。 (2) FTP服务器(FTP Server) FTP服务器是专门为用户提供各种文件(File)的服务器,FTP服务器上往往存储大量的文件,例如:软件、MP3、电影、程序等等。用户只要使用FTP客户端软件登录到FTP服务器上就可以从FTP服务器下载所需文件和资源到自己的电脑上,同时,

你也可以把自己电话上的文件上传到FTP上供其他用户下载,以实现文件资源的共享。 (3) 邮件服务器(Mail Server) e-mail是Internet上应用最频繁的服务之一,而Internet上每天数亿百亿计的电子邮件的收发都是通过邮件服务器实现的。邮件服务器就像邮局一样,可以为用户提供电子邮件的接收存储和发送服务。 除了以上介绍的3种主要服务器之外,还有很多其他类型的网络服务器,例如:数据库服务器(DatabaseServer)、代理服务器(Proxy Server)、域名服务器(Domain Name Server)等等…… 3. 服务器的操作系统 目前服务器中使用的操作系统主要有两类:Windows和Unix。 (1) Windows Windows是美国微软公司(Microsoft)开发的操作系统,在服务器领域,主要有Windows2000Server/Advanced Server/Data Center与Windows2003 Standard Edition/EnterpriseEdition操作系统,Windows的优点是操作简 单,由于Windows使用图形界面进行操作,因而对各种服务器软件功能配置简

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新编英语语法教程(第 6 版)第 10 讲练习参考答案 Ex. 10A When it comes to making a conscious effort to help keep a public place clean, most people just don ’ t make the effort. I ’ m a maintenance man for a department store. If people did make the effort, I probably wouldn ’ t haveob. a j The area that I have to spend the most time cleaning is the employees ’lunchroom . Employees go there during breaks, lunch, and dinner. The maintenance department supplies containers for garbage and ashtrays for cigaret te butts. But when they finish their food the employees will either throw their papers on the floor or leave them on the table. Some employees will on occasion throw their papers in the garbage container, but most of them who smoke will eithe r flick their ashes on the floor or in the half-filled soda cups. Cigarette butts are found anywhere other than in the ashtray, because the ashtrays may have been stolen or have been filled with gum. Sometimes an employee will remark, “ Aren ’ t these people pigs? They don ’ t even up after themselves,” as they proceed to walk away fromtheir littered table. Ex. 10B 1. its 2. his, he 3. them 4. it has 5. it, it has to 6. its / their 7. its8. him / them 9. he is / they are 10. it 11. it 12. his / their 13. isn’ t it14. take / takes 15. his / their 16. has, her 17. their 18. has, his 19. they, themselves 20. tends, itself Ex. 10C 1. it / she 2. It 3. it / her 4. her 5. his / one ’ s, he / one, his / one ’ s

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ROBOT Framework工具的作用: ROBOT Framework是一种开源的,基于python开发的自动糊工具,它的作用有:?定义一种统一的方式来书写和组织测试用例(测试步骤,测试数据与期待返回值); ?集成不同的测试驱动技术; ?控制测试用例的执行过程; ?生成测试报告和测试日志; ROBOT Framework工具的特点: ?易于使用,采用表格式语法,统一测试用例格式; ?重用性好,可以利用现有关键字来组合新关键字; ?支持变量; ?支持创建基于数据驱动的测试用例。 ?结果报告和日志采用HTML格式,易于阅读; ?提供标签以分类和选择将被执行的测试用例; ?平台、应用无关; ?功能全面,支持WEB测试(Selenium)、终端、SSH等; ?易于扩展,提供了简单API,用户可以自定义的基于Python的测试库; ?易于集成,提供了命令行接口和基于XML的输出文件; ?易于与版本管理集成;

ROBOT Framework方案的架构: 从上面的架构可以看出编写自动化用例与各种测试库的灵活运用是分不开的,如何快速学习各种测试库,对初学者下面的方法非常有效: ,方法1,使用F5进入各个库中对关键字逐步学习,每个关键字都有相对应的功能描述和举例。

方法2,站在巨人的肩膀上,用别人已开发的自动化脚本和项目来学习,打开已有自动化脚本,对需要学习的关键字进行学习。

(仅供参考)服务器硬件入门基础知识

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6、在内存支持方面。由于服务器要适应长时间,大流量的高速数据处理任务,因此其能支持高达十几GB甚至几十GB的内存容量,而且大多支持ECC内存以提高可靠性(ECC内存是一种具有自动纠错功能的内存,由于其优越的性能使造价也相当高)。 7、存储设备接口方面。中高端服务器主板多采用SCSI接口、SATA接口而非IDE接口,并且支持RAID方式以提高数据处理能力和数据安全性。 8、在显示设备方面。服务器与工作站有很大不同,服务器对显示设备要求不高,一般多采用整合显卡的芯片组,例如在许多服务器芯片组中都整合有ATI的RAGE XL显示芯片,要求稍高点的就采用普通的AGP显卡。而如果是图形工作站,那一般都是选用高端的3DLabs、ATI等显卡公司的专业显卡。 9、在网络接口方面。服务器/工作站主板也与台式机主板不同,服务器主板大多配备双网卡,甚至是双千兆网卡以满足局域网与Internet的不同需求。 10、最后是服务器的价格方面。一般台式机主板顶天也不过1、2千,而服务器主板的价格则从1千多元的入门级产品到几万元甚至十几万元的高档产品都有! 推荐品牌:泰安、超微、Intel 开篇二:服务器CPU 服务器CPU概述 服务器是网络中的重要设备,要接受少至几十人、多至成千上万人的访问,因此对服务器具有大数据量的快速吞吐、超强的稳定性、长时间运行等严格要求。所以说CPU是计算机的“大脑”,是衡量服务器

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图1.2python2.7.8目录 2.添加环境变量 Python安装后,必须将环Python目录本身和它的子目录Script加入到环境变量的Path项。如 D:\Python27和 D:\Python27\Scripts。具体过程如下(因笔者环境64位win10,故此教程以win10为准,如有偏差,请自行百度如何添加环境变量):右键计算机——属性——高级系统设置——高级——环境变量,在系统变量中找到Path一项,加入 D:\Python27和 D:\Python27\Scripts,如下图2.1所示。 图2.1 添加环境变量

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创建百度搜索例例?子创建测试项?目 选择菜单栏file->new project Type(类型):File(?文件)、Directory(?文件夹,?目录)Format(格式):ROBOT、TXT(?文本)、TSV、HTML 创建测试套件 右键点击测试项?目选择new suite:

创建测试?用例例 右键点击测试套件选择new test case

导?入selenium2Library库,因为RF框架编写基于web 的测试?例,所以,我们需要selenium 的库?持。所以,我们在使?的过程中需要加载 selenium2lLibrary库。

导?入selenium2Library 库时直接输?入Name ,点击OK 即可。导?入的库显示为红?色,表示导?入的库不不存在。如果是?黑?色表示导?入成功。编写?用例例 下?面就可以开始写我们的?用例例了了,可是怎么写呢?我们可以通过按F5 快捷键来查询脚本的关键字。关键字不不区分?大?小写。

“Open Browser”变蓝了了,说明它是?一个合法的关键字,后?面有?一个?方框是红?色的,表示这个参数是不不能缺省的。通过查询关键字说明信息,它需要?一个url 地址,是必填的,当然还需要指定browser (默认不不填为 friefox ),如果要?用IE 运?行行,需要把IEDriverServer.exe 放到C:\python27?目录下。 更更多关键的使?用,请参考相关API ?文档。按照上?面的?方法。创建百度搜索?用例例如下:

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用于标明一个测试用例的文档 [Tags] 用于标记测试用例 [Setup], [Teardown] 指定测试的创建和销毁。和使用 [Precondition]和[Postcondition]效果相同。(synonyms的含义是同义词) [Template] 用于指定模板关键字。这类测试本身将只包含所对应关键字的参数数据。 [Timeout] 用于设置测试用例超时。超时将会在其对应的章节中进行阐述。 包含设置的测试用例举例 ************************************************************************ 在设置表中与测试用例相关的设置 设置表提供以下测试用例相关的设置项。这些测试用例相关的设置基本使用默认值。 Force Tags, Default Tags 标签的强制值和默认值 Test Setup, Test Teardown 测试安装和销毁的默认值,和使用test Precondition和test Postcondition作用相同

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最小话的测试框架设计* 上图表示的是一个非常基本的自动化测试框架。一个能够执行测试、能够生成测试报告的核心系统,并且预留出插件接口,允许开发专用的测试功能。这样的插件结构保证插件的开发可以变得比较简单。在robot framework中,可以允许使用非常多的不同语言开发插件。 在详细介绍robot framework的结构之前,接下来我们要先讨论keyword-driven testing。什么是keyword-driven testing? 一个keyword是一个可以被用于测试SUT(System under Test)的功能或者一个方法。 一个keyword可以被另外一个keyword定义,也就是说keyword是分层次的: ?高层次keywords:反映SUT的某个具体的业务逻辑。 ?低层次keywords:将一个高层次keyword分解为一些低层次keyword,低层次的keyword是高层次keyword的具体实现。 ?技术keywords:提供技术实现以访问并测试SUT。

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