d家具珍稀木材价格翻了一番涨50红木家具价比金
民生历史 2020-07-26 09:36 字号: 大 中 小
2011年年初开始,市场已经显现红木家具价格一路持续高走态势,全国多地红木经营者也出现扩张潮。“价格涨了有30%吧。”上周,在怀远门里的一家红木家具店,一店面经理讲,30%是普遍来讲,一些名贵木材的红木家具价格已经涨过50%,甚至翻了一番,并且红木家具价格上涨趋势仍将继续……
2011年年初开始,市场已经显现红木家具价格一路持续高走态势,全国多地红木经营者也出现扩张潮。 价格涨了有30%吧。 上周,在怀远门里的一家红木家具店,一店面经理讲,30%是普遍来讲,一些名贵木材的红木家具价格已经涨过50%,甚至翻了一番,并且红木家具价格上涨趋势仍将继续
非珍稀类一直在涨
2006年时卖三四万元的黑檀木餐桌现在在五万以上,并且今年以来涨价趋势明显,这个价格变动南方更敏感一些。 一红木经营者说,今年上半年,鸡翅木、酸枝木等普通材质红木家具涨幅已经达到25%~30%,非珍稀硬木家具价格的一路上涨,将红木家具价格总体推上了更高的一步。
从按斤论价的某国内知名红木家具的价格清单来看,从2009年9月至2011年9月,几种主要红木材质的家具产品售价上涨了3到5倍,呈现出新一轮价格飙升态势。红木家具价格涨幅远高于同期黄金价格的涨幅。据了解,2005年到2009年之间,红木的价格完成了从高山到谷底的大起大落。
2009年9月以来,随着国际金融危机影响的减弱,红木市场的行情迅速热了起来,一份红木家具的价格清单显示:越南黄花梨家具售价859元/公斤,小叶紫檀家具售价689元/公斤,老挝红酸枝家具售价179元/公斤,非洲鸡翅木家具售价89元/员工也会有兴趣专心做好相关服务。而培训公斤。到2011年9月,黄花梨家具售价4499元/公斤,小叶紫檀家具售价2899元/公斤,老挝红酸枝家具售价699元/公斤,鸡翅木家具售价389元/公斤。价格涨幅从3到5倍不等。从该价目清单看,2010年以来,几乎每月调整一次价格,并且都是提高。
珍稀木材翻了一番
非珍稀类红木产品价格普涨的推力下,价格变动更加突出地表现在珍稀木材上。
了解,同样以一套餐桌为例,一套在2006年秋天售价为8万元的黄花梨7件套,目前标价已经超过18万元。目前越南黄花梨、紫檀木等珍稀材质的红木家具涨幅最大。
从更多的经营者方面了解到,目前市面上材质较好的非洲紫檀家具和去年比价格上也有了50%左右的上升。 一方面是红木材料的逐年减少,另一方面是市场需求量在今年的相对集中增加,红木家具价格势必上涨,这种势头将越发明显。
在怀远门里古玩旅游市场内,一红木家具收藏者讲,现在老东西涨的都不及新东西快,一方面因为老东西市场交易不及新东西活跃,所以价格趋势并不明显;另一方面好东西世面见得少,更难说有价格指引出现,反倒是现在家居使用的红木家具卖得也好,价格也好,现在有钱人都买整套的,钱差点的也愿意花个两三万买对好椅子回去把玩,不是内行没有几个能看出来是旧货还是新货的。
原材料越来越紧俏
往年是偶尔会找不到木头,今年是次次要不到木头。 浙江东阳一红木雕刻厂负责人在接受采访时说,作为家具、工艺品加工用的红木原材料今年的缺货现象严重,他们在接到顾客订单时往往会因为没有木材原料供应而流产。
我们的红木原料一般都从东南亚、非洲、南美洲进口,但由于频发海啸影响了木料供应。 该人士说,这不仅增加了运输成本,成林红木也遭到了大面积毁坏。正因为这样,非洲紫檀原木的价格已经从去年底的12万元/立方米涨到了现在20万元/立方米左右。 而且还是每天都在涨,一天一个价。
这也正是红木家具价格一路走高的原因。红木家具受消费者青睐,主要因素是木材的材料,砍一棵树就少一棵,红木生长周期较长,100、200年甚至更长,如今海南黄花梨几乎没有了,本身海南黄花梨在十年前的价格是多少消费者都知道,十年之后价格是多少消费者也知道,这样一对比,比股票升值的速度都快。而做成所涉事件和数据均以当时为准。((转自游戏邦))How to Create an Asynchronous Multiplayer Game Part 3: Loading Games from the DatabaseMay 30th, 2012by Ross PrzybylskiAsynchronous multiplayer games are awesome because players can enjoy social gaming experiences without having to commit to long sit-down sessions. This convenient style of play is made possible by online servers that deliver updates on games being played directly to a player’s device. This article will explain how games previously saved to a database are loaded by the server and made accessible within the game client’s user is article will explain:w to query a list of game records stored in a MySQL database and send the results set to the game w to interpret the query results on the client side and design a meaningful games list user interface the player can use to resume w to recreate a live and synchronous multiplayer experience from an async w to replay animations to represent the moves made by the player’s opponent while they were awayRequirementsPrerequisite knowledgeExperience developing turn based gamesFamiliarity with ActionScript 3.0Has Read “Part 2: Saving the Game State to Online Database”Required productsFlash Professional (Download trial)Smart Fox Server Pro (Download trial)MySQL DatabaseUser levelAdvancedGenerating the Player’s Games ListPopular async games like Hero Academy utilize a “games list” user interface that allow players to access and resume playing their asynchronous game en building my games list for Hero Mages, I started by creating a new user interface screen class called “HM_GamesList”. I wanted to focus on the data and code components first, so the initial design is limited to a header and a scrollable list component that will be used to populate information retrieved from the server:This interface is populated by a database query that gets a list of the active player’s game records. All of the MySQL query generation takes place on the server side, and the process for communicating with our online server looks like this:me Client: Request data from rver: Handle request, send client me Client: Receive server me Client: Perform desired task with dataStep 1: Request Game ListThe game client requests the game list from the server:Step 2: Handle Game List RequestThe server side code handles the request and sends the client back a response. In Part 2: Saving the Game State to Online Database, I explain how games are saved to a MySQL database using two tables, hm_games and hm_gameresults. The function loadGameList will build a MySQL query that returns the relevant data we need to populate the game ep 3: Receive Game List ResponseThe game client receives the server ep 4: Populate Game ListThe game client performs the desired task of populating the list:And here’s our result:Advanced Game List QueryWhile functional, the basic game list created above lacks key information needed for a solid user experience. Players need to know when the game was created, when the last turn was, whose turn it is, and most importantly who their opponents are for the game to be rging the Games and Games Results TablesThe ideal query needs to return all of the relevant information back to the client using the least resources and bandwidth as possible. This query, designed by Marco Rousonelos, programmer at Reflection Software, and laptop alias of the MySQL help forums uses ranking and derived tables to generate the desired results set:With this query we can generate results sets that look like this:Adding Additional PlayersFor games that support more than two players, we add additional lines to the query as follows:Ordering the ResultsIdeally, we’d like to return the results set in the following order:me Status (display games still in progress first)rn (display games where it’s player’s turn first)me Last Update (display games last updated first)We can achieve this by adding some sort order by statements to the query:Limiting the ResultsIt’s important to note that this query returns ALL game record results for the provided member id. As the game becomes popular and player starts to accrue games, this can result in a very large set of data. To ensure the server, network, and the user’s device are not overloaded, it is best to include a LIMIT statement so that only a targeted portion of the results are returned:Customizing the QueryQueries can be tweaked and customized as needed for inpidual games and controlled by packaging additional parameters in the server request. For example, you could store a “lowerLimit” property and a “limitSpan” property to control the limits of the th a solid query capable of returning the necessary results set, we’re ready to generate a more effective user experience to display the signing an Asynchronous Multiplayer UIThe player’s game list is the core of the async multiplayer experience. The list is used to navigate, check the status of, and join games in progress. Additionally, the game list is a great leaderboard/logging tool that can be used as a means to review past battles, opponents, and more!Relevant Game Record InformationA good game list starts with a good game record cell. Each game record should contain the following information for the player:Time last turn was taken or that game was completedTime game was createdStatus (whether it’s players turn to attack, waiting for turn, defeat, or victor)Names of players participatingThese properties are helpful to the player in choosing the desired game to load. It’s always possible to add more details, and some other possibilities might include:Unique game record idWhether or not match is rankedName of the mapGame objectiveGame record cells should ideally be designed to adapt to the size of the list so they can display appropriately on any size mobile device. Hero Mages makes use of player avatars to display character portraits for a more interesting visual display:Populating the ListOnce the game record cell layout has been designed, instances of the game record class can be added to a list component that the player can use to access their game sessions. The process of adding records to the list is similar to adding items to our basic UI list above, except instead of adding simple cells, we’re adding our own custom designed ro Mages leverages AURA multiscreen component UIs. AURA stands for Animations, Utilities, and Resources for ActionScript 3.0. It’s a library of classes and components I wrote to speed of tasks like managing listeners, resources, and designing UI. The list seen in the screenshot below is advanced component that adapts to the screen size and input controls of the user’s device. For example, if you’re playing on a touch-based input mobile device, the list is operated using swipes. The same list running on a desktop is navigated using a standard scroll bar. The list is also optimized for mobile GPU’s and can render cells at 60fps on devices like first generation e implementation of the component list is beyond the scope of this article. I will be releasing an article that explains the mechanisms of the component that will include downloadable examples in the near ading a GameThe primary function of the games list is to allow the player to load saved game sessions by selecting an item in the list. Similar to the process of saving games, loading games will require both client-side and server-side code to make a load game request, retrieve game state from the database, and fire up the game engine to restore the desired game. Once again, we follow our 4 communication steps:me Client: Request data from rver: Handle request, send client me Client: Receive server me Client: Perform desired task with dataNote: While it would be possible to gather the game state data in the game list query, I recommend using a separate server request for the inpidual game record as outlined below in order to conserve ep 1: Request Load GameEach cell in our game list will use the following code to make the request to the server for the desired game record:Step 2: Handle Load Game RequestOn the server side, we add a condition for “Load Game” request. Since Hero Mages games can also be played synchronously using Smart Fox, why not transform an async game to a live online match if the players are both online? The room loop iterates through the list of rooms on servers and checks to see if any room’s game id matches the record the player is attempting to load asynchronously. If a match is found, the server returns the room id so they can connect immediately with live player. For live matches, players load game data directly from the game room host. If a live match is not found, the server loads the game state from the TE: In order for this loop to work, it’s necessary to store the game record id as a room variable when creating a live game room. You do not need to do this if you’re only interested in asynchronous e load game function will handle the retrieval of the necessary information for loading the ep 3: Receive Load Game ResponseBack on the client side, our Smart Fox Server extension response listener needs a new condition to listen for “Load Game” response from the server. Depending on the response type, we’ll either join the existing live game or create a new game with the returned parameters:Step 4: Load Game StateThe load game function will be different for each game engine, but here are some tasks the function will need to handle:nvert the returned game state data string back into an object (See Part 2)t two distinct flags “isRunningCommandList” = true and “useAnimations” = n the list of commands through the engine to effectively “play the game” in the background up to the last command. Your engine code should check the isRunningCommandList flag to ensure any automatic responses to commands (such as counter attack actions) are not fired if they are already included in the command playing AnimationsFollowing the above steps will allow you to load any game from your games list and restore the game state so that it matches the last recorded move. Consider, however, that an asynchronous multiplayer opponent will make changes to the game state while the other player is away. Simply loading the current game state will be confusing to the player because they won’t know what commands were carried out by their opponent. For an effective asynchronous multiplayer experience, we need to make some modifications to the command recording process and the game loading cording the Last Move WitnessedThe last move witnessed must be recorded separately for each player, so we need to add an additional property to the table hm_gameresults first created in Part 2 called “lastCmd”. This property is an integer value designed to store the index of the last command this player witnessed for the en sending new game commands, simply pass the index of the command log along with the command. Then, in our code block for handling updates to the game state (created in Part 2) we’re going to add the following code just below the error response:Show Animations for Unseen MovesIn our load game handler on the server, we’ll add an additional item to the response to store the player’s lastCmd witnessed as follows:Here’s what the complete load game response looks like (combining Step 2: Handle Game Load Request with our new code)With the last command index stored, the trick to playing the appropriate animations is to reactivate the useAnimations flag once the lastCmd index is her ConsiderationsGoing beyond the steps I’ve explained, there are many ways to customize the asynchronous experience and add additional features and functionality. For instance, what might happen if a player is given unlimited time to respond to an asynchronous game? A losing player with bad sportsmanship might decide to suspend taking their turn indefinitely, preventing the winning player from claiming victory. One way to solve this problem is to enable a “maxWait” period that allows players to drop opponents if they haven’t taken their turn in so much time. For Hero Mages, I allow players to drop their opponents if they haven’t taken their turn in 3 her features that might be helpful would be search filters for displaying only active games, finding games against particular opponents, the ability to look up the stats of your opponents, ing NextThis article explained the process of building an asynchronous multiplayer game list user interface, loading stored game sessions, and replaying the opponent’s last move animations. The next article will focus on the aspect of the concept of asynchronous multiplayer match-making so that players can start new games or join existing ones without requiring a live online connection.(source:indieflashblog) 文章导航Previous Previous post: 手游和主机游戏研发应互相学习什么?下一条 Next post: 张柏芝、谢霆锋和王菲家具的红木比较容易保养,越用越好,亦用亦藏,很受欢迎。
好坏有别勿信神话
尽管价格上涨是明显的,但消费者还要重质为先,同时也不要用暴富的心态来接触红木家具。
近年来,茶叶、药材、邮票、玉石等特殊商品都曾有过让人瞠目结舌的一波又一波惊心动魄的价格过山车,红木亦不例外。所以消费者还要本着喜欢红木了解红木为先的态度来接触红木家具,不要单纯为了投资而盲目介入。
上述收藏人士讲,目前花梨木越来越少,一些人为了赚取利润,从云南、缅甸等地进回一些木材,颜色、花纹肌理与花梨木十分接近,再经加工、上漆,几乎以假乱真;还有一些人用多种杂木拼凑,假冒红木出售。无论是收藏还是自购实用,消费者还是应当谨防受骗先懂再买。并且对于新东西不要抱有过大的升值期望,因为放在商店里价格上涨明显,而买回家里不到变现的时候都不好说是怎么回事,时间上不会 就地赚钱 。
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红木家具价格三级跳 一 南黄花梨床480万 它钟灵毓秀,吸收了大自然千百年的精华;它像陈年的老酒,历久弥新;它,成就了一个个呈几何级数递增的财富神话;它,荡漾着幽幽古韵,让无数文人雅士为其痴狂甘愿倾尽家财……它,就是为人们津津乐道的红木家具。近几年,红木一路飙涨,引起了一股投资红木的热潮,家具市场上演了一场“疯狂的红木”大片,其中的种种,说不清道不明。 13:57:07
紫檀佛珠价格 紫檀佛珠保养与盘法 相信很多朋友都喜欢紫檀佛珠,紫檀是我国最名贵的木材,是制作家具的 材料,价格十分昂贵,所以经常会被用来制作一些小的饰品,紫檀佛珠肃穆雅致,光泽度好,而且开运避邪,紫檀佛珠无论是自己戴还是送朋友都是一个不错的选择。那么接下来就为大家介绍紫檀佛珠价格及紫檀佛珠的盘法与保养。
14:22:16
小叶紫檀家具怎么样 小叶紫檀家具如何保养 众所周知,紫檀是木中之王,紫檀分为俩种,有大叶檀和小叶檀。其中小叶紫檀是世界上最名贵的木材之一,主要产于南洋群岛的热带地区,其次是交趾。用紫檀制作的器物经打蜡磨光不需漆油,表面就呈现出缎子般的光泽。
15:50:59
紫檀木鉴别技巧 紫檀木家具的特点 如今市场上的家具材质种类非常多,有比较廉价的,当然也有比较名贵的木材。像紫檀木就是其中一个,紫檀木不仅可以做成装饰品,首饰品,还能做成家具。那么接下来就为大家介绍紫檀木鉴别技巧及紫檀木家具的特点。
16:49:17
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