These keywords are stored repeatedly in the STANDARD_KW keyword table for every occurrence of a given keyword.
对于给定关键词的每次出现,关键词被重复地存储在STANDARD _ KW关键词表中。
Now that we've shown you how to write a typical script to check player input for a give set of keywords, let's look at how the actual game engine checks player input for a given keyword.
既然我们已经向你展示了如何编写在一个典型的检测玩家的输入是否存在给定的关键词集,让我们看看真正的游戏引擎是如何检测玩家输入中的关键词的。
For example, if you build an application to sell video tapes, you might expect a user to query for all the videos that have a certain keyword in the title and that were directed by a given person.
例如,如果构建一个用于销售录像带的应用程序,您可能预期用户会查询标题中包含某个关键字并且由某个导演执导的所有视频。
For a keyword to be any good, you have to be able to remember your keyword when you're given the foreign word later.
对于任何好的关键词,你以后在学习外语单词时,只需要记住他们即可。
Here I've used the new keyword enum, given the enum a name, and specified the allowed values. Grade then becomes an enumerated type, which you can use in a manner shown in Listing 3.
在这里,我使用了新的关键字enum,为enum提供了一个名称,并指定了允许的值。
It lets users perform fast keyword look-ups and finds the documents that match a given query.
它允许用户执行快速关键字查询,查找匹配给定查询的文档。
Most programmers know that the synchronized keyword enforces a mutex (mutual exclusion) that prevents more than one thread at a time from entering a synchronized block protected by a given monitor.
大多数程序员都知道,synchronized关键字强制实施一个互斥锁(互相排斥),这个互斥锁防止每次有多个线程进入一个给定监控器所保护的同步语句块。
I used a Perl script, replace.pl, which replaces a keyword by its corresponding value found in the parameters.xml in a given file.
我利用perl脚本,replace . pl,利用在parameters . xml中找到的相应的值来替换所给文件中的关键字。
Basically, we are going to set up our parser so that it will search a given file for a specified keyword and then return the value associated with the keyword.
最主要的,我们应建立我们的解释器,它将会在给定的文件中搜索指定的关键词并返回与之关联的值。
Basically, we are going to set up our parser so that it will search a given file for a specified keyword and then return the value associated with the keyword.
最主要的,我们应建立我们的解释器,它将会在给定的文件中搜索指定的关键词并返回与之关联的值。
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