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  • How DLF South Facilitates Work-Life Balance
    DLF South fosters work-life balance by offering a harmonious blend of modern amenities and serene surroundings. With well-designed spaces, recreational facilities, and convenient access to daily essentials, residents can seamlessly balance professional commitments and personal well-being in this vibrant community.
    Read More:- https://dlfcityfloors.in/blog/how-dlf-south-facilitates-work-life-balance/
    How DLF South Facilitates Work-Life Balance
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  • Augmented Reality and Virtual Reality Market Worth US$ 90.2 billion by 2027

    The global augmented reality and virtual reality market size are expected to grow from USD 14.2 billion in 2020 to USD 90.2 billion by 2027, at a CAGR of 36.1% from 2021 to 2027

    The Augmented Reality (AR) and Virtual Reality (VR) market have been experiencing significant growth and transformation in recent years. AR and VR are immersive technologies that overlay virtual content onto the real world or create entirely virtual environments. Here is an overview of the AR and VR market:

    Market Size and Growth: The AR and VR market have been growing rapidly. According to market research reports, the global AR and VR market was valued at around $14.1 billion in 2020 and is expected to reach over $296 billion by 2026, with a compound annual growth rate (CAGR) of approximately 48%. The market growth is driven by increasing adoption across various industries and advancements in technology.

    AR vs. VR: AR and VR are two distinct technologies, although they are often grouped together due to their immersive nature. AR overlays digital content, such as images, videos, or 3D models, onto the real world, enhancing the user's perception and interaction with the environment. VR, on the other hand, creates a completely virtual environment that users can explore and interact with using specialized headsets and controllers.

    Applications: AR and VR have applications across various industries. In the consumer market, VR is primarily used for gaming and entertainment experiences, allowing users to immerse themselves in virtual worlds. AR is utilized in areas like mobile applications, retail, marketing, and education, enabling interactive and informative experiences. In addition, industries such as healthcare, architecture, manufacturing, training, and tourism are adopting AR and VR for visualization, simulation, training, and design purposes.



    Request Sample Copy of this Report: https://www.marketstatsville.com/request-sample/augmented-reality-and-virtual-reality-market



    Augmented Reality and Virtual Reality Market Dynamics

    The dynamics of the Augmented Reality (AR) and Virtual Reality (VR) market are influenced by various factors. Let's explore some of the key dynamics shaping the AR and VR market:

    Increasing Adoption Across Industries: AR and VR technologies are being adopted across a wide range of industries. In addition to gaming and entertainment, sectors such as healthcare, education, retail, real estate, automotive, and manufacturing are leveraging AR and VR for various applications. The adoption is driven by the potential for immersive experiences, improved training and education, enhanced visualization, remote collaboration, and increased customer engagement.

    Advancements in Technology: Continuous advancements in hardware and software technologies are driving the growth of the AR and VR market. This includes improvements in display resolutions, field of view, tracking accuracy, haptic feedback, and input devices. Innovations in areas such as graphics processing, computer vision, and spatial mapping contribute to more realistic and immersive experiences, further fueling the adoption of AR and VR.

    Mobile AR: The proliferation of smartphones and tablets equipped with AR capabilities has accelerated the adoption of AR technology. Mobile AR applications leverage the built-in sensors, cameras, and processing power of mobile devices to provide augmented experiences without the need for dedicated hardware. The accessibility and ease of use of mobile AR have contributed to its widespread adoption among consumers and businesses.

    Enterprise Applications: The enterprise sector represents a significant opportunity for AR and VR technologies. Companies are leveraging these technologies for training, remote collaboration, product design and visualization, data analysis, and customer engagement. The potential for cost savings, improved efficiency, and enhanced decision-making is driving increased adoption of AR and VR in enterprise settings.

    Content Creation and Developer Ecosystem: The availability of high-quality and diverse content is crucial for the success of AR and VR technologies. A vibrant developer ecosystem and content creation tools are driving the creation of immersive experiences and applications. Development platforms, frameworks, and tools are becoming more accessible, enabling developers to create AR and VR content more easily. The growth of user-generated content and community-driven platforms also contributes to the expansion of the AR and VR ecosystem.



    Direct Purchase Report: https://www.marketstatsville.com/buy-now/augmented-reality-and-virtual-reality-market?opt=3338



    Market Segmentation Analysis

    The study categorizes the global Augmented Reality and Virtual Reality market based on equipment type, technology, type, installation method, distribution channel, application, and regions.

    By Component Outlook (Thousand Units, Revenue, 2017-2027, USD Million)

    Solution

    Services

    Hardware

    By Application Outlook (Thousand Units, Revenue, 2017-2027, USD Million)

    Surgical Training

    Rehabilitation

    Pain Management

    By Region Outlook (Sales, Production, USD Million, 2019-2033)

    North America (Mexico, Canada, US)

    South America (Peru, Brazil, Colombia, Argentina, Rest of Latin America)

    Europe (Germany, Italy, France, UK, Spain, Poland, Russia, Slovenia, Slovakia, Hungary, Czech Republic, Belgium, the Netherlands, Norway, Sweden, Denmark, Rest of Europe)

    Asia Pacific (China, Japan, India, South Korea, Indonesia, Malaysia, Thailand, Vietnam, Myanmar, Cambodia, the Philippines, Singapore, Australia & New Zealand, Rest of Asia Pacific)

    The Middle East & Africa (Saudi Arabia, UAE, South Africa, Northern Africa, Rest of MEA)



    Access full Report Description, TOC, Table of Figure, Chart, etc: https://www.marketstatsville.com/table-of-content/augmented-reality-and-virtual-reality-market



    REGIONAL ANALYSIS, 2023

    Based on the region, the global Augmented Reality and Virtual Reality market has been analyzed and segmented into five regions, namely, North America, Europe, Asia-Pacific, South America, and the Middle East & Africa.

    North America has been a prominent market for Augmented Reality and Virtual Realitys due to high consumer spending on electronics and a strong demand for home entertainment systems. The United States, in particular, has a large market for Augmented Reality and Virtual Realitys, driven by the popularity of streaming services and the desire for immersive audio experiences.

    The Asia Pacific region, including countries like China, Japan, and South Korea, has witnessed substantial growth in the Augmented Reality and Virtual Reality market. Factors contributing to this growth include the rising disposable income, increasing urbanization, and the growing popularity of home theater systems among consumers in the region.



    Request For Report Description: https://www.marketstatsville.com/augmented-reality-and-virtual-reality-market



    Major Key Players in the Augmented Reality and Virtual Reality Market

    The global Augmented Reality and Virtual Reality market is fragmented into a few major players and other local, small, and mid-sized manufacturers/providers, they are –

    The augmented reality and virtual reality market are mildly concentrated in nature with few numbers global players operating in the market such as DAQRI LLC., Psious, Mindmaze, Firsthand Technology, Atheer, Medical Realities, Augmedix, Echopixel, Osso VR, Surgical Theater, Orca Health, and CAE Healthcare.
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  • Additives Market Worth US$ 222.6 billion by 2030

    According to the Market Statsville Group, the global additives market size was valued at USD 155.4 billion in 2021 and is projected to reach USD 222.6 billion by 2030, growing at a CAGR of 4.6% from 2022 to 2030
    The additives market refers to the global industry involved in the production, sale, and use of various chemical substances, known as additives, which are added to products to improve their properties or performance. Additives are utilized in a wide range of industries, including food and beverages, plastics, cosmetics, automotive, construction, and more. Here are some key aspects and dynamics of the additives market:
    1. Types of Additives:
    o Food Additives: These are substances added to food and beverages to enhance flavor, appearance, texture, or shelf life. Common examples include preservatives, colorants, flavor enhancers, and emulsifiers.
    o Plastic Additives: Used in the plastics industry to modify properties such as flexibility, strength, and UV resistance. Examples include plasticizers, stabilizers, and flame retardants.
    o Cosmetic Additives: In the cosmetics and personal care industry, additives are used to improve the texture, stability, and performance of products like lotions, shampoos, and makeup.
    o Automotive Additives: In the automotive sector, additives are employed in fuels, lubricants, and materials to enhance engine performance, fuel efficiency, and durability.
    o Construction Additives: These additives are used in building materials such as concrete, cement, and paints to improve properties like strength, adhesion, and waterproofing.
    2. Market Growth Drivers:
    o Growing Consumer Demand: Increasing consumer awareness of product quality and performance drives the demand for additives that enhance the characteristics of various products.
    o Regulatory Compliance: Stringent regulations related to food safety, environmental protection, and product quality encourage the use of approved additives in compliance with standards.
    o Technological Advancements: Ongoing research and development efforts lead to the creation of new and improved additives that cater to evolving industry needs.
    o Sustainability: The trend towards sustainable and eco-friendly products has led to the development of environmentally friendly additives.

    Request Sample Copy of this Report: https://www.marketstatsville.com/request-sample/additives-market

    Additives Market Dynamics
    The dynamics of the additives market are shaped by various factors and trends that influence its growth and evolution. These dynamics can be categorized into several key aspects:
    1. Market Segmentation:
    o The additives market is highly segmented, with distinct sub-markets for food additives, plastic additives, automotive additives, cosmetic additives, and more. Each segment has its own drivers, challenges, and growth opportunities.
    2. Regulatory Environment:
    o Stringent regulations and standards govern the use of additives, especially in industries like food, pharmaceuticals, and cosmetics. Compliance with regulatory requirements is a key consideration for market players.
    3. Consumer Demand:
    o Changing consumer preferences for healthier, more sustainable, and environmentally friendly products impact the types of additives used and drive innovation in the market.

    Direct Purchase Report: https://www.marketstatsville.com/buy-now/additives-market?opt=3338

    Market Segmentation Analysis
    The study categorizes the global Additives market based on equipment type, technology, type, installation method, distribution channel, application, and regions.
    By Product Type Outlook (Sales, USD Billion, 2017-2030)
    • Plastic Additives
    • Food Additives
    • Construction Additives
    • Lubricant Additives
    • Fuel Additives
    • Coating Additives
    • Agrochemical Additives
    • Medicated Feed Additives
    • Others
    By End-Use Outlook (Sales, USD Billion, 2017-2030)
    • Packaging
    • Food & Beverage
    • Building & Construction
    • Chemical
    • Automotive
    • Aerospace
    • Animal Husbandry
    • Others
    By Region Outlook (Sales, Production, USD Million, 2019-2033)
    • North America (Mexico, Canada, US)
    • South America (Peru, Brazil, Colombia, Argentina, Rest of Latin America)
    • Europe (Germany, Italy, France, UK, Spain, Poland, Russia, Slovenia, Slovakia, Hungary, Czech Republic, Belgium, the Netherlands, Norway, Sweden, Denmark, Rest of Europe)
    • Asia Pacific (China, Japan, India, South Korea, Indonesia, Malaysia, Thailand, Vietnam, Myanmar, Cambodia, the Philippines, Singapore, Australia & New Zealand, Rest of Asia Pacific)
    • The Middle East & Africa (Saudi Arabia, UAE, South Africa, Northern Africa, Rest of MEA)

    Access full Report Description, TOC, Table of Figure, Chart, etc: https://www.marketstatsville.com/table-of-content/additives-market

    REGIONAL ANALYSIS, 2023
    Based on the region, the global Additives market has been analyzed and segmented into five regions, namely, North America, Europe, Asia-Pacific, South America, and the Middle East & Africa.
    North America has been a prominent market for Additivess due to high consumer spending on electronics and a strong demand for home entertainment systems. The United States, in particular, has a large market for Additivess, driven by the popularity of streaming services and the desire for immersive audio experiences.
    The Asia Pacific region, including countries like China, Japan, and South Korea, has witnessed substantial growth in the Additives market. Factors contributing to this growth include the rising disposable income, increasing urbanization, and the growing popularity of home theater systems among consumers in the region.

    Request For Report Description: https://www.marketstatsville.com/additives-market

    Major Key Players in the Additives Market
    The global Additives market is fragmented into a few major players and other local, small, and mid-sized manufacturers/providers, they are –
    The key players operating the global additives market include Clariant AG, Dow Inc., Evonik Industries AG, BASF SE, Eastman Chemical Company, Milliken Chemical, PolyOne Corporation, Lanxess AG, Sanitized AG, and BioCote Limited.

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  • Recreation Management Software Market Revenue, Statistics, Industry Growth and Demand Analysis Research Report by 2030

    Recreation Management Software Market: Revolutionizing Leisure and Facility Management

    Introduction:

    The recreation management software market has witnessed substantial growth in recent years, fueled by the increasing demand for efficient management and operations in the leisure and recreation industry. Recreation management software solutions offer comprehensive tools and functionalities to streamline and automate various processes involved in leisure facility management, such as scheduling, registration, membership management, facility booking, and program administration. This article provides an overview of the recreation management software market, highlighting its key drivers, challenges, and future prospects.

    Understanding Recreation Management Software:

    Recreation management software is designed to simplify and optimize the operations of leisure facilities, including sports complexes, fitness centers, community centers, parks, and recreational organizations. These software solutions enable organizations to efficiently manage facility bookings, program registrations, staff scheduling, payment processing, and member engagement. Recreation management software enhances customer experience, improves administrative efficiency, and supports data-driven decision-making for businesses operating in the leisure industry.

    Key Drivers of the Recreation Management Software Market:

    Increasing Demand for Streamlined Operations: The leisure and recreation industry faces challenges in managing diverse activities, schedules, and resources. Recreation management software automates and streamlines administrative tasks, reducing manual effort, minimizing errors, and improving overall operational efficiency.

    Growing Focus on Customer Experience: Consumer expectations for seamless and convenient experiences have risen across industries, including leisure and recreation. Recreation management software offers self-service portals, online registrations, mobile apps, and personalized communications, enhancing customer engagement and satisfaction.

    Data-Driven Decision-Making: Recreation management software provides organizations with real-time data and analytics, enabling better decision-making. By analyzing program participation, facility usage patterns, and customer preferences, businesses can optimize resource allocation, tailor offerings, and identify growth opportunities.

    Regulatory Compliance and Reporting: The leisure industry is subject to various regulations, including health and safety guidelines, licensing requirements, and financial reporting standards. Recreation management software helps organizations maintain compliance, generate accurate reports, and streamline auditing processes.

    Challenges in the Recreation Management Software Market:

    Integration with Existing Systems: Integrating recreation management software with existing IT infrastructure and systems can be complex, especially for organizations with legacy software or multiple platforms. Seamless integration ensures data consistency, avoids duplication, and maximizes the benefits of the software implementation.

    User Adoption and Training: Encouraging staff and stakeholders to embrace new technology and adapt to new workflows is crucial for successful software implementation. Comprehensive training programs, user-friendly interfaces, and ongoing support are essential to ensure smooth user adoption and minimize resistance to change.

    Scalability and Customization: Recreation management software should be scalable to accommodate the growing needs of leisure facilities, whether they expand their offerings or add new locations. The software should also allow customization to align with specific business requirements and processes.

    Browse In-depth Market Research Report (100 Pages, Charts, Tables, Figures) on Recreation Management Software Market

    https://www.marketresearchfuture.com/reports/recreation-management-software-market-5246

    Future Prospects:

    The recreation management software market is poised for continued growth and innovation. Several trends contribute to its promising future:

    Mobile and Self-Service Capabilities: The increasing use of smartphones and mobile applications has transformed customer expectations. Recreation management software will continue to incorporate mobile-friendly features, such as online bookings, digital waivers, and mobile payments, to offer convenience and self-service options to customers.

    Artificial Intelligence and Automation: AI-powered features, such as chatbots, virtual assistants, and predictive analytics, will enhance the capabilities of recreation management software. Automation of repetitive tasks, data analysis, and personalized recommendations will drive operational efficiency and improve customer experiences.

    Integration with IoT and Wearable Devices: The integration of recreation management software with Internet of Things (IoT) devices and wearable technology will enable advanced tracking of facility usage, equipment maintenance, and personalized fitness tracking. This integration will enhance data collection, enable personalized experiences, and optimize resource utilization.

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    Recreation Management Software Market Report - Forecast to 2030 | MRFR
    Recreation Management Software Market Research Report- by Solutions, Deployment, End User – Forecast to 2030 | Recreation Management Software Industry
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  • #Creation">https://en.wikipedia.org/wiki/History_of_bitcoin#Creation

    https://bitcointalk.org/
    History of bitcoin
    Bitcoin is a cryptocurrency, a digital asset designed to work as a medium of exchange that uses cryptography to control its creation and management, rather than relying on central authorities. The history of bitcoin started with the invention and was implemented by the presumed pseudonymous Satoshi Nakamoto, who integrated many existing ideas from the cypherpunk community. Over the course of bitcoin's history, it has undergone rapid growth to become a significant currency both on- and offline. From the mid 2010s, some businesses began accepting bitcoin in addition to traditional currencies. Background Prior to the release of bitcoin, there were a number of digital cash technologies starting with the issuer based ecash protocols of David Chaum and Stefan Brands. The idea that solutions to computational puzzles could have some value was first proposed by cryptographers Cynthia Dwork and Moni Naor in 1992. The idea was independently rediscovered by Adam Back who developed hashcash, a proof-of-work scheme for spam control in 1997. The first proposals for distributed digital scarcity based cryptocurrencies...
    EN.WIKIPEDIA.ORG
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  • 这是本人从业以来看到最好的一篇技术专业文章,感谢邹老师!
    上段子。。。。。

    这么大晚上的追技术星,你为我是真的技术粉?
    邹老师不断技术刚刚的,人也很nice,在国内技术浮躁的环境中,算是一朵技术奇葩。
    特别佩服的不仅仅是邹老师的技术牛,,,,,那是真的牛,牛到超越你认知水平的阶段(原来以为区块链技术伴随比特币的出生的,谁知道邹老师研究区块链都20多年了!!!!!)

    算了,其实邹老师还有一个超级牛的地方,就是一个伟大的教育家。。。。不说了,。。。。。我这嘴巴。。。。。。打住。。。。。

    文章来源:火星财经


    邹杰:大家好! 我今天主讲的题目是:『Libra技术专业解析』
    第一是背景,为什么要研究Libra?
    首先这是与区块链的困境有关的。到目前为止,区块链除了发币和炒币外,还没有成功的商业模式,而且这两个模式在大多数情况下都是不合规合法的。其他商业模式,比如存证溯源积分发票等应用,都不能挣钱,都不是一个成功的商业模式,尽管是可以去做,但这些都是伪需求。
    Libra是第1次把区块链和数字货币连在一起,不发空气币,只发与法币价值等价的数字货币,并有等量的法币储备来做价格支撑,而且是合规合法的。当然要合规合法,就不可能是一个公链,因为每个节点都需要是合规合法的,这就是为什么选择了一个联盟链,当然,联盟链的选择也是因为在拜占庭将军协议取得了突破性的进展。是拜占庭将军协议能够高效处理上百个节点。与以前的联盟链相比,比如说fabric hyperledger相比是不一样的,因为以前的联盟链是不发币的,是主要作为一个信息的交流,而不是真正价值的交换,没有币是不可能实现价值交换的。合规合法是联盟链的一个特性,当然以前的联盟链通常是用在产业链,比如说供应链金融里面。其实还没有走过合规合法的流程。Libra是第1个发行一个数字货币走合规合法全流程的联盟链。
    尽管Libra是自比特币以来的最大的一个突破,但是,他的愿景和现实的冲突还是巨大的。Libra愿景是为没有银行账户的人群提供银行服务,但是这些没有银行账户的人,他们大多数都生活在当地法币不稳定,或者不能自由兑换的国家和地区,而Libra只能支持稳定的法币,已经发展发达国家,能够自由兑换的法币。所以,Libra他的愿景和现实是有一个根本性上的冲突,这个冲突不是通过技术能够解决的。Libra是一个全球货币,而这些发展中国家,他们的法币不可能是以全球货币的一部分。另外Libra也有它的局限性,至少是现在来看,首先它只支持支付,只支持一个全球数字货币,而且用一个新的MOVE语言。已经有半年了MOVE还没有正式发布,直到现在还是用他的一个中间临时的IR。
    Libra的目标及与以前区块链的关系。首先,他的目标是要突破币圈的局限性。币圈只能发币和炒币这两个真正具有商业价值的应用。在币圈里面的所有发行的币,除了比特币包括比特币现金和以太坊外,一般都不能够用来作为支付手段去购买一个真实的东西。那么第一个超越币圈以外的应用,当然就是支付,这就是Libra专注的应用。当然要支付就涉及到必要的安全性,因为这是真金白银。也是当年中本聪发明区块链和比特币的最主要的想法和应用。支付要用到现实社会当中,就需要一定的效率。比如TPS要足够高,这是以太坊和比特币的局限性和EOS的启示,区块链可以做到足够高的效率,TPS可以上千。另外智能合约也是必要的,而且智能合约的安全性是绝对重要的,这是以太坊的启示。因为在以太坊的智能合约里发现了很多漏洞被攻击,所以很难在以太坊上开发一个完全没有漏洞的智能合约,这对于金融应用是非常致命的。Libra核心就是能够有一个MOVE语言,验证器及虚拟机来保证安全,能够逐步做到formal verification完整的验证。可以基本上保证没有代码层的漏洞。
    下面就开始讲这个里边儿的核心技术,因为我们这次讲座,主要是讲Libra技术。
    首先Libra不是一个区块链,它是一个数据库,是一个能够自我证明的,自然数据的数据库。能自我证明,就是说能够用已有的数据也验证这个数据库的数据是否被修改了,自然数据是说它是随着交易次数不断增加的是不可逆的,不可能回滚的。数据也就是用了这个叫做Sparse Merkle Tree。这也是以太坊用的。

    当其中的一些节点数据是不存在的时候,它能够验证说这些节点上的数据是不存在的。也可以验证这个其他有数据的节点上的数据的正确性。它还有一个其他的特性,就是说它能够支持分片sharding。这个对于扩展数据库是非常重要的。还有就是它支持这个并行计算parallel updates。这也是对提高TPS效率非常重要的。另外它也支持并行计算最初的交易的验证和签字的验证,这也是非常重要的。证明:VRF函数Verify(alpha, f, r, pi) 例子alpha = H(h4||H(H(2||r)||h3))
    当然Libra也试图考虑用AVL Tree。AVL Tree的核心是一个平衡树。

    就是说他试图把这个树的分枝变得更平衡,那么这样储存起来,检索速度最快。下面这张图就是一个AVL Tree表现,你可以看到它是一个非常平衡的树,它没有其中一个枝变得特别长而其他地方没有枝。然后也有人把这个AVL Tree进一步的发展成AVL+ Tree。

    左边是AVL+ Tree树装每个节点的数据。右边是这个树的证明。就是对应每个节点的哈希值。这样当这个节点的数据发生变化的时候,那么右边这个证明的树就会改变,这就是用来证明这个数据是否被修改了。其实在Libra里面用到的这个证明函数就很类似于这个VRF的验证函数,里面包括了一个最初值,它的函数,另外就是它们的计算结果和计算结果的证明。
    还有就是Libra的拜占庭将军协议共识所形成的交易是确定的。比特币共识机制是不一样的,就是所有的POW共识的交易都是不是100%确定的。这也是一个很重要的区别。现在LibraBFT有了一个最新的更新,就是说它这个链可以容许有空块的存在和也有临时的侧链的存在。然后能够达到最后一轮LibraBFT共识的就成为最后的主链。
    另外就是哈希函数和签名,也是用了一个比较新的技术。他的这个签名是用的ed25519 Edwards Curve Digital Signature Algorithm (EdDSA: 2017)。就是2017年的版本,这个版本应该是说是可以说是Ed25519曲线上的最新的一个算法。那么这个算法的特征就是没有怀疑的NSA的后门漏洞。以太坊和比特币用的是P-256曲线被怀疑有NSA的后门漏洞,也就是为什么这个函数将会被用到TLS 1.3版,在这是在2018年定下来的,就是为了防止NSA留下后门漏洞。EdDSA也是美国标准局NIST在2017年推荐给所有美国联邦政府机构使用的算法。还有就是每次的交易,都会有一个多于2/3(3f+1)的节点间签名。对每一个交易最后都形成一个Shnorr签字。区块链是通过每个块的哈希值连接在一起。Libra数据库则是每个交易都有多于2/3(3f+1)的节点签名而且每个交易都有一个序列号及整个数据库都有一个从创始交易开始的总交易数量版本号来防止重复和回滚。
    Block-tree Libra // 区块树的定义
    Block // 区块
    round ; // the round that generated this proposal 轮数
    payload ; // proposed transaction(s) 交易
    parent qc ; // qc for parent block 上轮签字
    id ; // unique digest of round, payload and parent qc:id
    // 上面三个数(轮数,交易,上轮签字)的哈希值
    VoteInfo // 投票信息
    id, round ; // id and round of block
    parent_id, parent_round; // id and round of parent
    exec_state id ; // speculated execution state
    // speculated new committed state to vote directly on
    LedgerCommitInfo // 预计的写入数据库结果
    Commit_state_id ; // nil if no commit happens when this vote is aggregated to QC
    Vote_info_hash ; // hash of VoteMsg:vote info
    VoteMsg // 投票结果
    Vote_info ; // a VoteInfo record
    Ledger_commit_info ; // Speculated ledger info
    sender <- u, signature <- signu(ledger commit info);
    // QC is a VoteMsg with multiple signatures
    QC // 法定人数签字证书
    Vote_info // 投票信息
    Ledger_commit_info // 写入数据库结果
    signatures; // quorum of signatures 签字
    PendingBlkTree ; // tree of blocks pending commitment 预备块的树
    PendingVotes ; // collected votes per block indexed by their LedgerInfo hash 收集的块投票
    High_qc ; // highest known QC 最高的法定人数签字
    Procedure execute_and_insert(b) // 执行和插入
    Execute_state_id <- Ledger:speculate(P:parent_qc:block_id; P:id; P:payload)
    PendingBlkTree:add(b)
    High_qc <- maxround{b:parent_qc; high_qc}
    Procedure process_vote(v) // 投票过程
    vote idx <- hash(v:ledger_commit_info)
    V[vote_idx] <- V[vote_idx] U v:signature
    if |V[vote_idx]| = 2f + 1 then
    qc <- QC<
    vote_info <- v:vote info,
    state_id <- v:state id,
    votes <- V[vote idx]
    >
    Pacemaker.advance_round(qc) high_qc <- maxround{qc; high_qc}
    Function generate_proposal(cmds) // 提出出块建议
    return <
    b:round <- current_round,
    b:payload <- cmds,
    b:parent_qc <- high_qc,
    b:id <- hash(b:round || b:payload || parent_qc:id)
    >
    Function process_commit(id) // 执行数据库更新
    Ledger:commit(id)
    PendingBlkTree:prune(id) // id becomes the new root of pending
    Libra链也包含了一个日志数据库。这个独立的数据库是非常重要的。就是用来写交易输出结果作为验证交易是否成功。如果交易执行了无论成功与否都会写入日志。比如gas费没有了,时间过期了,等等。日志包括这个账号的路径和这个交易的本身以及这个交易的这个序列数。所以这三个在一起就形成了一个唯一的值。这个就是会被用来验证每个交易的有效性。
    Libra也用了哈希3的算法SHA3-256。这个也是以太坊用的但比特币没有用。应该是比sha2-256更好。
    Libra的公识机制也是建立在最新的拜占庭将军协议进展上的HotStuff。以前如果拜占庭将军协议的节点大于30以后,它的效率就会急剧下降。那么最新的进展HotStuff或其他的,可以是达到上百,甚至上千还仍然保持高效率。拜占庭将军协议的突破性进展才可能使联盟链有上百上千上万的节点数。这是以前做不到的,也就是在比如说fabric和hyperledger里面,是做不到的。下面这张图就是它的一个最核心特征:链块。它是通过三轮由不同的出块者来提出需要共识的块。每轮都有签字而且后面的轮的签字都是建立在上一轮上面的。

    每一轮的拜占庭将军协议都是建立在上一轮上的。最后第三轮一起commit写进数据库。图上这个QC就是2/3以上节点的签字证书(法定人数签字证书)。

    每轮都包含了这个QC法定人数签字证书。这是每轮里包含的几个数据。就是它的ID,第几个轮,这个交易本身和这个交易时间及签字。
    这个图就是说如果是其中有一轮没有达成共识,就是说会是因为gas费用完了或者时间过期了,那么他仍然能够通过第二轮第三轮这个回合来形成达成共识。下面图里的K就是Timeout Certificate (TC)就是未完成轮的法定人数签字证书。

    现在的HotStuff拜占庭将军协议的算法上,大概能支撑上百个节点,但是如果要支撑上万个节点的话,那还需要不同的,具有更强扩展性的拜占庭将军协议。BFTree的算法和其中一个。这是一个拜占庭将军协议里的节点树。从这个图当中就会看到,如果是这个有节点没能够达到共识的,那么它会将把这些节点从这个树里面移出去。那么只有形成共识的节点才会留在这个树里面。

    其他还有一种叫做MOCA的共识机制。就像这张图显示的一样,就在这个图当中你会看到一个星号在最右边。就说它的这个节点数可以达到100万,同时它的这个TPS还可以达到上万。,这就是这个共识机制特别的地方。

    还有就是Libra在HotStuff当中没有具体描述和实现的。就是每一步是怎么计算的?每个回合是如何计算的?Libra有一套新的实现,它不是用绝对时间而是用步骤来作为计算,这样就避免了在不同的节点在不同的时间区,会形成不同的时间造成的时间差的问题。
    还有就是MOVE语言。MOVE语言的最大的特性就是实现了资金和逻辑的分离。比如说Libra代币就定义为合约的资源或资产部分。合约的逻辑就是模块部分。在Libra里面资产只能产生,销毁和转移但不能复制。就像一个硬件东西只有一个原件没有复制品。下面是MOVE语言的组成部分
    a) MOVE语言
    ├── README.md # This README 简介
    ├── benchmarks # Benchmarks for the Move language VM and surrounding code
    ├── bytecode-verifier # The bytecode verifier 验证器
    ├── e2e-tests # Infrastructure and tests for the end-to-end flow 端到端测试
    ├── functional_tests # Testing framework for the Move language 功能测试
    ├── compiler # The IR to Move bytecode compiler 编译器
    ├── stdlib # Core Move modules and transaction scripts 标准库
    ├── test.sh # Script for running all the language tests 测试脚本
    └── vm
    ├── cost-synthesis # Cost synthesis for bytecode instructions gas费分析
    ├── src # Bytecode language definitions, serializer, and deserializer代码
    ├── tests # VM tests 虚拟机测试
    ├── vm-genesis # The genesis state creation, and blockchain genesis writeset创世块
    └── vm-runtime # The bytecode interpreter 执行码

    b) MOVE编译器把模块和脚本编译成字节码(开发很费时=低效)(Module & Script)
    USAGE:
    compiler [FLAGS] [OPTIONS] 编译选项
    FLAGS:
    -h, --help Prints help information 帮助
    -l, --list_dependencies Instead of compiling the source, emit a dependency list of the compiled source 依赖库
    -m, --module Treat input file as a module (default is to treat file as a program) 模块
    --no-stdlib Do not automatically compile stdlib dependencies 不编译标准库里的依赖库
    --no-verify Do not automatically run the bytecode verifier 不跑验证器
    -V, --version Prints version information 打印版本号
    OPTIONS:
    -a, --address Account address used for publishing 发布的账户地址
    --deps Path to the list of modules that we want to link with 连接列表
    -o, --output Serialize and write the compiled output to this file输出文件
    ARGS:
    Path to the Move IR source to compile 输出文件夹

    c) MOVE编译器的组成
    compiler # Main compiler crate. This depends on stdlib.
    ├── ir-to-bytecode # Core backend compiler logic, independent of stdlib.
    │ ├── src
    │ │ ├── compiler.rs # Main compiler logic - converts an AST generated by `syntax.rs` to a `CompiledModule` or `CompiledScript`.
    │ │ └── parser.rs # Wrapper around Move IR syntax crate.
    │ └── syntax # Crate containing Move IR syntax.
    │ └── src
    │ ├── ast.rs # Contains all the data structures used to build the AST representing the parsed Move IR input.
    │ ├── syntax.lalrpop # Description of the Move IR language, used by lalrpop to generate a parser.
    └── syntax.rs # Parser generated by lalrpop using the description in `syntax.lalrpop` - a clean checkout won't contain this file.
    └── src
    ├── main.rs # Compiler driver - parses command line options and calls the parser, compiler, and bytecode verifier.
    └── util.rs # Misc compiler utilities.
    这是一个MOVE交易例子。核心是资产Libra coin(import 0x0.LibraCoin;)只能被转账
    // A small variant of the peer-peer payment example that creates a fresh
    // account if one does not already exist.
    import 0x0.LibraAccount;
    import 0x0.LibraCoin;
    main(payee: address, amount: u64) {
    let coin: LibraCoin.T;
    let account_exists: bool;
    // Acquire a LibraCoin.T resource with value `amount` from the sender's
    // account. This will fail if the sender's balance is less than `amount`.
    // 提款
    coin = LibraAccount.withdraw_from_sender(move(amount));
    account_exists = LibraAccount.exists(copy(payee));
    if (!move(account_exists)) {
    // Creates a fresh account at the address `payee` by publishing a
    // LibraAccount.T resource under this address. If theres is already a
    // LibraAccount.T resource under the address, this will fail.
    create_account(copy(payee));
    }
    // 存款
    LibraAccount.deposit(move(payee), move(coin));
    return;
    }
    只有module LibraCoin模块本身才能生成,销毁,合成Libra coin。下面就是对上面Libra账户LibraAccount两个资产转移函数提款和存款的定义(只是用来说明不是真正Libra代码里的)
    // 数字货币
    module Currency {
    // 定义数字货币
    resource Coin { value: u64 }
    // 存款
    public deposit(payee: address, to_deposit: Coin) {
    let to_deposit_value: u64 = Unpack<Coin>(move(to_deposit));
    let coin_ref: &mut Coin = BorrowGlobal<Coin>(move(payee));
    let coin_value_ref: &mut u64 = &mut move(coin_ref).value;
    let coin_value: u64 = *move(coin_value_ref);
    *move(coin_value_ref) = move(coin_value) + move(to_deposit_value);
    }
    // 提款
    public withdraw_from_sender(amount: u64): Coin {
    let transaction_sender_address: address = GetTxnSenderAddress();
    let coin_ref: &mut Coin = BorrowGlobal<Coin>(move(transaction_sender_address));
    let coin_value_ref: &mut u64 = &mut move(coin_ref).value;
    let coin_value: u64 = *move(coin_value_ref);
    RejectUnless(copy(coin_value) >= copy(amount));
    *move(coin_value_ref) = move(coin_value) - copy(amount);
    let new_coin: Coin = Pack<Coin>(move(amount));
    return move(new_coin);
    }
    }
    真正的Libra币LibraCoin在Libra代码里的定义如下:
    https://github.com/libra/libra/blob/master/language/move-lang/stdlib/modules/libra_coin.move
    // Libra币的代码定义
    address 0x0:
    module LibraCoin {
    // 交易
    use 0x0::Transaction;
    // A resource representing the Libra coin
    // The value of the coin. May be zero
    // 币本身
    resource struct T { value: u64 }
    // A singleton resource that grants access to `LibraCoin::mint`. Only the Association has one.
    resource struct MintCapability {}发币权限
    // The sum of the values of all LibraCoin::T resources in the system
    // 发币数量
    resource struct MarketCap { total_value: u64 }
    // Return a reference to the MintCapability published under the sender's account. Fails if the
    // sender does not have a MintCapability.
    // Since only the Association account has a mint capability, this will only succeed if it is
    // invoked by a transaction sent by that account.
    // 发默认币数量
    public mint_with_default_capability(amount: u64): T acquires MintCapability, MarketCap{
    mint(amount, borrow_global<MintCapability>(Transaction::sender()))
    }
    // Mint a new LibraCoin::T worth `value`. The caller must have a reference to a MintCapability.
    // Only the Association account can acquire such a reference, and it can do so only via
    // `borrow_sender_mint_capability`
    // 发新币数量
    public mint(value: u64, capability: &MintCapability): T acquires MarketCap {
    // TODO: temporary measure for testnet only: limit minting to 1B Libra at a time.
    // this is to prevent the market cap's total value from hitting u64_max due to excessive
    // minting. This will not be a problem in the production Libra system because coins will
    // be backed with real-world assets, and thus minting will be correspondingly rarer.
    // * 1000000 because the unit is microlibra
    Transaction::assert(value <= 1000000000 * 1000000, 11);
    // update market cap resource to reflect minting
    let market_cap = borrow_global_mut<MarketCap>(0xA550C18);
    market_cap.total_value = market_cap.total_value + value;
    T { value }
    }
    // This can only be invoked by the Association address, and only a single time.
    // Currently, it is invoked in the genesis transaction
    // 初始化
    public initialize() {
    // Only callable by the Association address
    Transaction::assert(Transaction::sender() == 0xA550C18, 1);
    move_to_sender(MintCapability{});
    move_to_sender(MarketCap { total_value: 0 });
    }
    // Return the total value of all Libra in the system
    // 查询系统里币数量
    public market_cap(): u64 acquires MarketCap {
    borrow_global<MarketCap>(0xA550C18).total_value
    }
    // Create a new LibraCoin::T with a value of 0
    // 发布一个数量为零的币
    public zero(): T {
    T { value: 0 }
    }
    // Public accessor for the value of a coin
    // 查询币数量
    public value(coin: &T): u64 {
    coin.value
    }
    // Splits the given coin into two and returns them both
    // It leverages `Self::withdraw` for any verifications of the values
    // 分币:把一个币分成两个
    public split(coin: T, amount: u64): (T, T) {
    let other = withdraw(&mut coin, amount);
    (coin, other)
    }
    // "Divides" the given coin into two, where original coin is modified in place
    // The original coin will have value = original value - `amount`
    // The new coin will have a value = `amount`
    // Fails if the coins value is less than `amount`
    // 提款
    public withdraw(coin: &mut T, amount: u64): T {
    // Check that `amount` is less than the coin's value
    Transaction::assert(coin.value >= amount, 10);
    // Split the coin
    coin.value = coin.value - amount;
    T { value: amount }
    }
    // Merges two coins and returns a new coin whose value is equal to the sum of the two inputs
    // 合并两个币为一
    public join(coin1: T, coin2: T): T {
    deposit(&mut coin1, coin2);
    coin1
    }
    // "Merges" the two coins
    // The coin passed in by reference will have a value equal to the sum of the two coins
    // The `check` coin is consumed in the process
    // 充值
    public deposit(coin: &mut T, check: T) {
    let T { value } = check;
    coin.value = coin.value + value
    }
    // Destroy a coin
    // Fails if the value is non-zero
    // The amount of LibraCoin::T in the system is a tightly controlled property,
    // so you cannot "burn" any non-zero amount of LibraCoin::T
    // 销毁币
    public destroy_zero(coin: Self::T) {
    let T { value } = coin;
    Transaction::assert(value == 0, 11)
    }
    }
    因为Libra是一个专注支付的系统,所以它并到目前为止并不支持具有双向原子交易的功能,或者就是说,两个币之间进行原子交换的功能。
    下面这图是Libra交易流程图。

    Libra的交易流程是交易方首先把请求发到验证节点(第一步)。然后验证节点把请求送到虚拟机去检验请求是否有效的。比如是否有足够的钱、是否签了字、签字是否有效、格式是否正确、等等。如果请求是查询已有的交易,就送到数据库里查询交易然后返回交易信息给请求方(第二步)。如果不是查询而是新的交易,就送到内存池(第三步)。内存池进一步验证交易。比如交易序列号是否是最新的(第四步)。如果是合格的交易就把交易发送给其他验证节点的内存池(第五步)。如果这个验证节点是出块节点,共识层就从内存池里取出所有有效交易作为这个块包含的交易(第六步)。然后发给所有验证节点(第七步)。同时每个验证节点把包含在块里的交易送去执行模块(第八步)。执行模块在达成共识之前将交易送去虚拟机执行(第九步)。执行模块把执行结果加到内存池Merkle Tree里(第十步)。出块节点按照LibraBFT共识机制试图获取3f+1的验证节点签字(第十一步)。如果出块节点获取了足够的验证节点签字3f+1,执行模块就将内存池里的交易结果和Merkle Tree写进数据库(第十二步)。
    Libra链本身有一个叫做命令行的界面。也就是CLI就可以从命令行执行各种命令。然后可以建立一个本地的测试链,就说在一个计算机上可以建一个多节点的测试链。而在多个服务器上建立的测试链,则是比较麻烦。可以从Libra的代码挖掘到所需的信息。这个我们也是最开始是不知道的。那么Libra的主链现在就是pre-mainnet,它实际上是不公开的。包括里面的一些具体的部署是不公开的。这就是联盟链的特征。有些东西是不公开的。
    MOVE语言至今还就是一个IR语言,也就是一个中间过度的语言,还不是MOVE的正式语言,只是一个脚本语言。但是可以用这个脚本语言来写MOVE合约,比如合约里资产的定义和逻辑部分。
    数字货币与DeFi
    a) 支付与双向交易
    i. 支付是一方用货币交易而另一方用提供实物或服务作为交易
    ii. 双向交易是双方都用货币交易但是两个不同的货币
    b) DEX交易所
    i. 挂单
    ii. 撮合
    iii. 执行交易
    c) 借贷
    i. 抵押
    ii. 利息
    iii. 期限
    DeFi是包括支付和双向交易或者说叫做交换。支付是一方用货币进行交易,而另一方用实物,或者服务作为交易。这就是支付是一种单方的交易而交换是一种双方的交易。比如说我用港币换美元,这就是一个交换是两个不同币的交换。这个Libra里的MOVE合约现在是不支持的。但是这个原子交换是今后的DeFi当中的一个最最基本的需求。这个原子交换在区块链当中,现在最受关注的就是分布式或者去中心化交易所。因为中心化交易所的所有问题。当中涉及挂单撮合执行交易,这些都是需要解决这个双向交易或者说原子交换。在这个基础上才可以建立包括借贷抵押利息期限。这些都是智能合约需要完成的,而在以太坊里面已经很成熟了,但是在Libra里面,还没有出现,也就是今后需要把这个已经在以太坊上成熟的这些地方的协议迁移到Libra上面来,把以太坊合约改成MOVE合约。
    对Libra和MOVE的预测和期望
    首先是希望这个move的正式版能够发行。这是最重要的。还有就是我们希望Libra能够支持更多隐私交易。一个具体的形式就是链上的交易需要符合监管需求,但是链下的交易可以是全隐私的交易,就像闪电网络里面的支付通道一样,在这个通道里是可以实现全隐私的。但链上的这个交易可以符合监管的要求。这我们想到的一个最佳的组合就是半隐私链上交易,全隐私链下交易。
    支持原子交换这是目前区块链最热门的一个话题。下面这个图就是这个原子交换的示意图。

    如果你想要用一个BT C交换等价的ETH。那么你首先是要挂单,然后有人愿意要和你交换。然后你把这个BTC放在一个盒子里面锁上。然后把其中的一把钥匙给另一个人把这个盒子打开但把只能把ETH放进去。这样这个盒子里就有两个币了。两个互相交换后,大家再各自拿出自己需要的。这就是原子交换的一个基本原理,那么怎么去具体实现,这是有不同的做法。
    因为现在所有的DeFi协议基本上都是在支持ERC20标准上实现。所以也是希望今后在Libra上发行的数字货币也能支持ERC20类似的标准。这里把ERC20这个标准列出来了。

    他有这个几个主要的功能。第1个就是币的总数是多少。就是这个币的发行总数是多少。第二个就是他现在的存量是多少?第三是容许的是多少。转账是多少。授权转账交易。还有就是转账是从哪里到哪里。也有日志这是转账和授权结果。
    下面是这个0x协议API。
    contract IAuthorizable { // 授权接口
    /// @dev Gets all authorized addresses.
    /// @return Array of authorized addresses.
    function getAuthorizedAddresses() // 获取已经授权的地址列表
    external
    view
    returns (address[]);
    /// @dev Authorizes an address.
    /// @param target Address to authorize.
    function addAuthorizedAddress(address target) // 添加授权地址
    external;
    /// @dev Removes authorizion of an address.
    /// @param target Address to remove authorization from.
    function removeAuthorizedAddress(address target) // 除去授权地址
    external;
    /// @dev Removes authorizion of an address.
    /// @param target Address to remove authorization from.
    /// @param index Index of target in authorities array.
    function removeAuthorizedAddressAtIndex( // 从授权列表里除去第x名地址
    address target,
    uint256 index
    )
    external;
    }

    contract IAssetProxy is IAuthorizable // 已经授权的接口
    {
    /// @dev Transfers assets. Either succeeds or throws.
    /// @param assetData Byte array encoded for the respective asset proxy.
    /// @param from Address to transfer asset from.
    /// @param to Address to transfer asset to.
    /// @param amount Amount of asset to transfer.
    function transferFrom( // 从地址xxx向地址yyy转账
    bytes assetData,
    address from,
    address to,
    uint256 amount
    )
    external;
    /// @dev Gets the proxy id associated with the proxy address.
    /// @return Proxy id.
    function getProxyId() // 获取代理ID
    external
    view
    returns (uint8);
    }
    你可以看到0x协议API。首先是已经取得授权地址列表。然后就是给一个地址授权。就是把某个地址加到这个授权里面。还有就是取消某个地址授权的授权或从授权的地址列表里去掉。如果已经代理授权了,就可以从哪里到哪里转账了。最后就是获取这个代理ID。

    这个图是一个很简单的分布式交易所或去中心化交易所。有一个买家taker和卖家maker。卖家首先是把这个交易挂单order到订单表orderbook。买家看到了后就通过0x协议API吃单execute order。0x智能合约就把挂单和吃单分别发送到买家和卖家。这个中继层Relayer是最重要的。这些都是在MOVE合约里可能实现的。
    Libra 链开发进展
    Master 代码每天 几十个 commit 更新几百个文件
    测试链每两周更新一次(开始时从每天到每周) 最近一次是一个月之后
    预计 2020 年 3 月底出 beta 版
    预计 2020 年 6 月底出第一版
    预计 MOVE 语言正式版应该在 beta 版里发布
    监管方面
    2020 年也是美国大选年。在 2020 年底前上线应该是在美国大选后上线当然取决于大选局势。
    Facebook Pay法币支付:进展不顺也是必要的实习过程和双管齐下的做法。
    Libra是否最终支持多种数字货币:Facebook Pay应该支持多种法币。
    MOVE合约中资产和程序的分离是移植以太坊上虚拟币DeFi协议的核心挑战。
    需要重新思考建立在资产和程序分离上的真金白银数字货币DeFi协议而不是虚拟币DeFi 协议。在Libra上开发数字货币DeFi要在2020年后了,真金白银的数字货币DeFi将会建立在Libra上。
    MOVE VM将会归顺于WAVM。
    我今天的分享完毕,下面是问答时间。
    (未完待续)
    特别鸣谢赞助和主办机构【Soteria社区】、【魔笛手技术开发社区】、以下参与本次直播的社群 (排名不分先后) 和所有参与讨论及关注的群友。
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    Soteria主题分享之邹杰:Libra技术专业解析 | 火星技术帖
    Soteria主题分享之邹杰:Libra技术专业解析 | 火星技术帖
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