• Figure 11 shows what the tree node editor looked like, for the node rename action.

    11所示的节点编辑器在进行节点重命名动作时的外观

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  • Left bottom window is the Node editor - a place where you can make all your materials.

    窗口底部节点编辑器——这里可以制作所有渲染材料。

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  • You have to simply use Add button in Node editor to choose what you really want and to make your materials more realistic.

    通过节点编辑器添加按钮操作选择真正想要的,这样材质看上去真实

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  • If you will add new material using new button in Materials properties panel you will see node tree in the node editor window.

    如果通过材质属性面板按钮添加新的材质将会节点编辑窗口看到节点

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  • 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.

    以前调用向导创建一个映射时,在到达MappingNode Editor面板之前,您必须导航通过5 个面板

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  • 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.

    映射节点编辑器目标窗格选择一个节点,这时在与刚选择的目标节点对应的脚本窗格中选中突出显示所有语句

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  • The Message Flow Editor will now remember the last TAB that you visited for a particular node.

    消息编辑器现在可以记住访问特定节点最后制表位

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  • Selecting a node within the tree pane displays the code or content associated with it in the editor pane.

    选择一个节点可以编辑区中显示代码或者相关内容

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  • 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其他配置区域定义编辑器命令按钮打开节点检查节点下面相关部分

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  • This method captures the current bound node and removes the content and replaces that with the value from the current editor content.

    方法捕捉当前绑定节点内容替换为来自当前编辑器内容

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  • 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.

    路径传递文本编辑器用显示最终,编辑器被定位这样CDT节点在编辑器可见被选中。

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  • 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允许节点映射一个特定目标是因为遵守上述规则

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  • Open the business object editor by selecting the Data Types node in the navigation tree.

    导航树中通过选择DataTypes节点打开业务对象编辑器

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  • 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节点找到命令按钮标签条目。

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  • 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.

    默认编辑器打开这个模型(参见3),再打开Properties视图然后检查模型每一个节点属性

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  • 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).

    genmodel编辑器中,顶部节点生成model代码(见于9),Edit代码(见于图10),以及最终Topology Edit代码(见于图11)。

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  • 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.

    编辑器打开CallWPS,仅有一个开始结束节点右边Common文件夹中,将WebServiceIntegration放到画布上如图13所示。

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  • 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规则

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  • On the Message flow editor canvas of my_wtx_flow, drag and drop a MQInput node from the palette under the WebSphere MQ category.

    my_wtx_flow消息编辑器画布中,WebSphereMQ类别的选项板中一个MQInput节点

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  • 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startendnode因为将要流程明确地定义输入输出标准(数据结构)。

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  • 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matcher函数结果传递editor函数,进行可能存在更改迭代修改后的节点处继续。

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  • 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4用于显示流程选择节点结构

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  • 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.

    蓝图视觉脚本体系,是一个基于节点界面虚幻引擎编辑器创建新型参与者分级脚本活动的基础上生成的。

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  • 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,虽然能够任何顺序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。

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  • 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.

    如果编写复杂XML应用程序(例如内容存储XML的XML编辑器处理器),经常需要节点级别上工作

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  • 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编辑器允许创建自己滤镜-纹理效果扭曲背景边框,你的名字

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  • 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编辑器允许创建自己滤镜-纹理效果扭曲背景边框,你的名字

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