在定义人工任务时,可以选择一个授权角色,如“潜在所有者”,并将其与任务编辑器中提供的谓词集中的一个人员谓词关联。
When you define human tasks, you select an authorization role, like "potential owner," and associate it with a staff verb from the verb set offered by the task editor.
通过在编辑器画布的Staffsettings下选择您所选的授权角色,可以定义授权规则。
You can define authorization rules selecting the authorization role of your choice on the editor canvas, under Staff Settings.
因为不要求WebSphereIntegrationDeveloper的用户具有关于任何编程语言的详尽知识,所以可视代码片段编辑器在这一情况下扮演着重要角色。
Because users of WebSphere Integration Developer are not required to have detailed knowledge of any programming language, the visual snippet editor plays an important role in this situation.
消息集的角色和WSDL编辑器。
要创建这四个角色,请在关系编辑器中选择addRole图标,如下图所示。
To create each of the four roles, select the Add role icon from the relationship editor pictured below.
当您在人工任务编辑器中选择了该角色时,Ver b选项卡将显示在人工任务的Properties窗格中。
When you selected the role in the human task editor, the Verb TAB will appear in the Properties pane for the human task.
在创建角色之后,单击编辑器中的Securityconstraints标签。
After you create the role, click on the Security constraints TAB in the editor.
如果这是您第一次打开此编辑器,那么您将看到一个问题,“您想要创建一个安全性角色吗?”
If this is the first time you've opened this editor, you will be presented with a question, "Would you like to create a security role?"
团队区域(Team Area)编辑器为您提供对团队的成员及其角色的访问。
Team Area editor gives you access to a team's members and their roles.
VP的portlet实体的编辑器角色
EJB可视化编辑器现在已经可以允许应用程序的组装人员直观地创建安全性角色,并能够将安全性角色引用链接到安全性角色。
The EJB Visual Editor now enables the application assembler to visually create security roles and link the Security Role Reference to the security roles.
如果你需要改变你的角色位置或规模小,它可以通过将在屏幕右侧的属性编辑器菜单。
If you need to change the location or scale of your character slightly, it can be done by going to the attribute editor menu at the right side of the screen.
本文的目的是设计和实现一个角色动画编辑器。
It is the target of this paper to design and realize an editor of character animation.
第二模块,我们将通过我们的角色蒙皮使用工具如漆权重工具的过程中,那些小的权重函数和组件编辑器。
In the second module we will go through the process of skinning our character using tools such as the Paint Weights tool, the Prune Small Weights function, and the Component Editor.
第二模块,我们将通过我们的角色蒙皮使用工具如漆权重工具的过程中,那些小的权重函数和组件编辑器。
In the second module we will go through the process of skinning our character using tools such as the Paint Weights tool, the Prune Small Weights function, and the Component Editor.
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