Figure 11 shows what the tree node editor looked like, for the node rename action.
图11所示的是此树节点编辑器在进行节点重命名动作时的外观。
Left bottom window is the Node editor - a place where you can make all your materials.
窗口左底部是节点编辑器——这里你可以制作你所有的渲染材料。
You have to simply use Add button in Node editor to choose what you really want and to make your materials more realistic.
你须通过节点编辑器里的添加按钮操作来选择你真正想要的,这样你的材质看上去更真实。
If you will add new material using new button in Materials properties panel you will see node tree in the node editor window.
如果你通过材质属性面板新按钮添加新的材质,将会在节点编辑窗口中看到节点树。
Previously when you invoked the wizard to create a mapping you had to navigate through five panels before getting to the Mapping Node Editor panel.
以前当您调用向导以创建一个映射时,在到达MappingNode Editor面板之前,您必须导航通过5 个面板。
Selecting a tree node in the target pane of the Mapping node editor will select and highlight all statements in the script pane that correspond to the target node you have just selected.
在映射节点编辑器的目标窗格中选择一个树节点,这时将在与刚选择的目标节点相对应的脚本窗格中选中和突出显示所有的语句。
The Message Flow Editor will now remember the last TAB that you visited for a particular node.
消息流编辑器现在可以记住访问特定节点时的最后一个制表位。
Selecting a node within the tree pane displays the code or content associated with it in the editor pane.
在树中选择一个节点可以在编辑区中显示出代码或者相关内容。
To look at other configuration areas besides the palette appearance, open the node for commandButton in the library definition editor and examine the related sections below it.
为了查看配置板外观旁边的其他配置区域,在库定义编辑器中为命令按钮打开节点,并检查节点下面的相关部分。
This method captures the current bound node and removes the content and replaces that with the value from the current editor content.
该方法捕捉当前的绑定节点并将其内容替换为来自当前编辑器内容的值。
This path is passed to a text editor for display, and, finally, the editor is positioned so that the CDT node is visible in the editor and is selected.
该路径被传递给文本编辑器用于显示,最终,编辑器被定位,这样CDT节点在编辑器中就可见并被选中。
If the Assembly Editor does not allow you to map a source node to a specific target, it is because it is not adhering to the rules above.
如果AssemblyEditor不允许您将一个源节点映射到一个特定目标,这是因为它不遵守上述规则。
Open the business object editor by selecting the Data Types node in the navigation tree.
在导航树中通过选择DataTypes节点打开业务对象编辑器。
To look at tag-specific Settings, open up the tag Library node in the editor and find the commandButton tag entry.
为了查看特定标签的设置,打开编辑器中的TagLibrary节点,并找到命令按钮标签条目。
Open the model with the default editor (see Figure 3) and open the properties view, then examine the properties of each node in the model tree.
用默认的编辑器打开这个模型(参见图3),再打开Properties视图,然后检查模型树中每一个节点的属性。
In the genmodel editor, right click on the top node labeled "Mysql" and generate the model Code (see Figure 9), the edit Code (see Figure 10), and finally the Topology edit Code (see Figure 11).
在genmodel编辑器中,右击标为的顶部节点,并生成model代码(见于图9),Edit代码(见于图10),以及最终的Topology Edit代码(见于图11)。
CallWPS opens in the editor, with just a start and end node. To the right in the Common folder, drag-and-drop Web Service Integration onto the canvas, as Figure 13 shows.
在编辑器中打开CallWPS,仅有一个开始和结束节点,在右边的Common文件夹中,将WebServiceIntegration拖放到画布上,如图13所示。
A panel in the editor displays the rules for each template node. Figure 3 displays a screen capture of the template structure in the CAM template editor.
编辑器中的面板显示每个模板节点的规则。
On the Message flow editor canvas of my_wtx_flow, drag and drop a MQInput node from the palette under the WebSphere MQ category.
在 my_wtx_flow消息流编辑器画布中,从WebSphereMQ类别下的选项板中拖放一个MQInput节点。
Delete the start and end node in the editor pane, because input and output criteria (data structures) will be defined explicitly for the process.
删除编辑器面板上的start和endnode,因为将要为该流程明确地定义输入和输出标准(数据结构)。
If it matches, the node and the result of the matcher are passed to the editor function for possible modification and iteration continues from the modified node.
如果匹配,则节点和matcher函数的结果将传递至editor函数,进行可能存在更改,迭代将从修改后的节点处继续。
The Outline view (see Figure 4) in the BPWS4J editor is used to show the structure of the selected node in the process tree.
BPWS4J编辑器中的Outline视图(请参见图4)用于显示流程树中选择的节点的结构。
The Blueprints are a visual scripting system based on the concept of using a node-based interface to create new types of Actors and script level events from within Unreal Engine Editor.
蓝图是一个视觉脚本体系,是在用一个基于节点的界面从虚幻引擎编辑器中创建新型参与者和分级脚本活动的基础上生成的。
User Interface Editor, while it is possible to place installation dialog boxes into any installation node and in any order, there are some restrictions on how the dialog boxes are used.
使用者介面编辑器时,虽然能够以任何顺序将安装对话方块置于任何安装节点,但是对话方块的使用方式仍具有某些限制。
If you are writing a complex XML application, such as an XML editor or a word processor that stores content as XML, you will often work at the node level.
如果要编写复杂的XML应用程序(例如将内容存储为XML的XML编辑器或字处理器),则经常需要在节点级别上工作。
Filter Forge comes with a visual node-based editor allowing you to create your own filters - textures, effects, distortions, backgrounds, frames, you name it.
过滤伪造带有一个视觉基于节点的编辑器,允许你创建自己的滤镜-纹理效果,扭曲,背景,边框,你的名字。
Filter Forge comes with a visual node-based editor allowing you to create your own filters - textures, effects, distortions, backgrounds, frames, you name it.
过滤伪造带有一个视觉基于节点的编辑器,允许你创建自己的滤镜-纹理效果,扭曲,背景,边框,你的名字。
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