Most time dependencies involve a player gating mechanism.
大多数的时间限制涉及到一个玩家闸门机制。
Teams can even use static testing of the use case as a gating mechanism.
团队甚至可以将用例的静态测试作为一个闸门机制。
But its gating mechanism is different from the voltage dependent cation channels.
但这种通道的门控机制与其他电压门控的阳离子通道有很大的差别。
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