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mouse apolipoprotein b editing complex 3 (apobec3) is expressed in germ cells and interacts with dead-end (dnd1)鼠标载脂蛋白b编辑复杂3(apobec3)表达在生殖细胞和与终端交互(dnd1).pdf 10页
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mouse apolipoprotein b editing complex 3 (apobec3) is expressed in germ cells and interacts with dead-end (dnd1)鼠标载脂蛋白b编辑复杂3(apobec3)表达在生殖细胞和与终端交互(dnd1)
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Mouse Apolipoprotein B Editing Complex 3 (APOBEC3) Is
Expressed in Germ Cells and Interacts with Dead-End
Chitralekha Bhattacharya, Sita Aggarwal, Madhu Kumar, Amatul Ali, Angabin Matin*
Department of Cancer Genetics, University of Texas, MD Anderson Cancer Center, Houston, Texas, United States of America
Background: The dead-end (Dnd1) gene is essential for maintaining the viability of germ cells. Inactivation of Dnd1 results in
testicular
39-untranslated
messenger RNAs (mRNAs) to displace micro-RNA (miRNA) interaction with mRNA. Thus, one function of DND1 is to prevent
repression
specifically
functional
retroviral
replication.
RNA-binding proteins and to mRNA to inhibit miRNA-mediated repression of mRNA.
Methodology/Principal Findings:
Here we show that DND1 specifically interacts with another cellular protein, APOBEC3.
We present our data which shows that DND1 co-immunoprecipitates APOBEC3 from mammalian cells and also endogenous
APOBEC3 from mouse gonads. Whether the two proteins interact directly remains to be elucidated. We show that both
DND1 and APOBEC3 are expressed in germ cells and in the early gonads of mouse embryo. Expression of fluorescently-
tagged DND1 and APOBEC3 indicate they localize to the cytoplasm and when DND1 and APOBEC3 are expressed together
in cells, they sequester near peri-nuclear sites.
Conclusions/Significance: The 3 9-UTR of mRNAs generally encode multiple miRNA binding sites as well as binding sites for
DND1-APOBEC3
interaction
正在加载中,请稍后...React DnDIt is easy to implement a sortable interface with React DnD. Just make the same component both a drag source and a drop target, and reorder the data in the hover handler.Write a cool JS libraryMake it generic enoughWrite READMECreate some examplesSpam in Twitter and IRC to promote it (note that this element is taller than the others)???PROFIT转一些设定 大部分是DND的(蜥蜴人)【装备设定吧】_百度贴吧
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转一些设定 大部分是DND的(蜥蜴人)
races of faerun费伦的种族Chapter 9: 稀有种族Minor Races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130蜥蜴人Lizardfolk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140区域Regions: 阙森塔Chessenta, 琼达尔森林Chondalwood, 楚尔特Chult, 蒸汽之湖Lake of Steam, 耐兰瑟尔群岛Nelanther Isles, 维洪海域Vilhon Reach, 西土Western Heartlands.种族专长Racial Feats: 速泳Rapid Swimming, 生存者Survivor.种族生命骰Racial Hit Dice: 2d8.等级调整Level Adjustment: +2蜥蜴人这种魁梧、有鳞的类人生物主要栖息在费伦的沼泽区域,它们是野蛮的劫掠者和食腐者。他们没有农耕的传统,所以他们的食物都来源于猎获或劫掠。Living mostly in the marshy areas of Faerûn, lizardfolk are large, scaly humanoids who are savage marauders and scavengers. They have no traditions for cultivating food, so they arrange their meals by either hunting prey or raiding the larders of others.蜥蜴人能长到6-7尺高、200-250磅重。它们的鳞片颜色从深绿到灰色又到棕褐色不一而足。它们粗壮的尾巴长达3-4尺。如果不是蜥蜴人多半很难分辨出蜥蜴人的雄性和雌性之间的差异,当然蜥蜴人们自己没有这种困扰。Lizardfolk grow to between 6 and 7 feet tall, and weigh between 200 and 250 pounds. Their scales range in color from dark green to gray to brown. Their thickly muscled tails run from 3 to 4 feet long. Most nonlizardfolk have a very hard time telling the difference between males and females, but the lizardfolk have no such troubles, of course.蜥蜴人从蛋中孵化,这些蛋在巢穴中受到严格的保护。这些巢穴通常都深藏在沼泽中,但在约三分之一的时间,它们都是一个充满空气的水下洞穴。幼体成长期约在五年内。蜥蜴人已知寿命可达80年,虽然通常情况下那些雄性在活到这可畏的年龄很久前就死于战斗了。Lizardfolk young are hatched from eggs, which are carefully protected in the tribe’s lair. This is usually hidden deep in a swamp, but about a third of the time it’s an air-filled underwater cave.Hatchlings grow to maturity within about five years. Lizardfolk have been known to live as long as 80 years, although it’s common for the males to die in combat long before they reach such an august age. 在费伦,蜥蜴人可以在任何温和或温暖的沼泽和湿地里被找到。其中包括深流湖the Deepwash、洪水森林the Flooded Forest、彻里姆巴沼泽the Marsh of Chelimber、图恩沼泽the Marsh of Tun、累腥Rethild——广大沼泽the Great Swamp。大量蜥蜴人也可以在蜥蜴沼泽the Lizard Marsh被找到,尽管剑湾the Sword Coast的气候相对较冷。蜥蜴人的预期寿命和年龄段如同人类。In Faerûn, lizardfolk are found anywhere there are temperate or warm marshes and swamps. This includes the Deepwash, the Flooded Forest, the Marsh of Chelimber, the Marsh of Tun, and Rethild, the Great Swamp. A large population of lizardfolk is also found in the Lizard Marsh, despite the relatively cold climate of the Sword Coast. Lizardfolk have the same life expectancy and age categories as humans. 历史History蜥蜴人没有任何有文字记载的历史。它们自称是第一批类人种族,而那些羸弱、更文明的种族则是从蜥蜴人演化出、并在千年前离开了沼泽的。蜥蜴人据此瞧不起其它种族,将它们视为不能忍受沼泽严酷生活的弱者。Lizardfolk don’t have anything in the way of a written history.They claim that they were among the first of the humanoid races and that all the weaker, more civilized races evolved from lizardfolk who left the swamps millennia ago. The lizardfolk look down on the other races for this reason, seeing them as weaklings who could not endure the rigors of life in the swamp. 事实上,没有理由怀疑蜥蜴人是某个创造者种族the Creator Races的分支,那是一种消逝已久的蜥蜴类、有着非常古老的文明。很久以前它们就以一日今日的方式生活着,而那些外来种族则是很久以后才到达托瑞尔Toril的。In fact, there seems no reason to doubt that lizardfolk are an offshoot of one of the Creator Races, the long-vanished saurians, and that theirs is a very ancient culture. They have lived in much the same fashion they do now for time out of mind, since long before any on the interloper races arrived on Toril.概观Outlook味道是蜥蜴人判断事物好坏的主要标准。它们并不使用金钱或珠宝。它们以岩石、树木和其它能够从栖息地找到的植物制作粗糙的武器。如果什么玩意可以吃,就会立即被蜥蜴人抓住吃掉。不能吃的东西则没有在意的价值。Lizardfolk mostly assess everything in terms of whether or not it is good to eat. They have no use for money or jewels. They fashion their own crude weapons from rocks, trees, and plants found in their wetland homes. If something might be worth eating, it immediately captures the interest of the lizardfolk.Otherwise, it is not worth bothering with. 在一个蜥蜴人部落长大充满艰辛。幼崽经常挨饿,它们只能得到成年男性吃剩的残渣。它们经常食用部落的巢穴附近能找到的植物。蜥蜴人是杂食性的,虽然它们强烈偏好肉食,并且它们觉得人类是其中最美味的。Growing up in a lizardfolk tribe is hard. The young are often hungry, as they are only giving the leavings of the meals the males capture once the adults are done with them. They often subsist on edible plants found nearby the tribe’s lair. Lizardfolk are omnivorous, although they have a strong preference for meat, and they find human flesh to be the tastiest of all. 大多数的蜥蜴人不关注策略或战术。它们是狡猾的猎手,但在战斗中它们只是简单地发动突袭并靠着强劲的力量或纯粹的数量优势压倒对方。然而,当蜥蜴人遭到攻击,它们运用自己的猎人技能对追赶它们的家伙铺设圈套、兽陷或其它陷阱一样使用它们的技能。这些简单但致命的陷阱保护着蜥蜴人的巢穴。Most lizardfolk don’t care much about strategy or tactics.They are cunning hunters, but in battle they simply rush their foe and try to overwhelm him with their superior strength or by force of sheer numbers. When the lizardfolk are attacked,however, they use their skill as hunters to lay snares, pitfalls,and other traps for those who pursue them. Simple but deadly traps such as these protect many lizardfolk lairs. 蜥蜴人有时会离开居所前位猎杀巨大也更强大的猎物。还有一些则是希望了解沼泽外的世界,以便能回来报告给它们部落的首领。蜥蜴人并非本性邪恶,但它们野蛮且难以融入费伦的社会。而它们中的大部分甚至不打算尝试一下。它们在那里学习关于软皮者softskins的东西,以及,或许能教它们的一两件关于真正的‘人’——当然是蜥蜴人——生存的事情。Lizardfolk sometimes leave their homes to hunt for larger,more formidable prey. Others wish to learn more about the world beyond the swamps, so that they can report back to the leaders of their tribes. While lizardfolk aren’t evil by nature,they are savage, and they have a difficult time assimilating into Faerûnian society. Most don’t even try. They are there to learn about the softskins and perhaps to teach them a thing or two about how real people—lizardfolk, that is—live. 蜥蜴人人物LIZARDFOLK CHARACTERS蜥蜴人亲近大地,获取的所有祝福都来自自然的供养。因此,蜥蜴人的偏好职业为德鲁伊。它们的部落中也有一些野蛮人和战士,偶尔有一两个牧师。Lizardfolk live close to the land, taking all the blessings that nature has to offer them. For this reason, a lizardfolk’s favored class is druid. They also have many barbarians and fighters in their tribes, and the occasional cleric or two.
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蜥蜴人社会Lizardfolk Society 蜥蜴人有着一个宗教社会。部落最强壮的成员仅靠其力量优势统治着其它个体。多数个体都对其力量有足够的认识,所以挑战非常罕见。但当它们这样做了,它们将彻底使部落的生活瓦解直到新的首领上位或旧的首领重立。The lizardfolk have a patriarchal society. The strongest member of the tribe rules over the others by virtue of his power alone.Most are wise enough to recognize this power, so challenges only happen infrequently. When they do, they entirely disrupt the life of the tribe until either a new leader has been established or the old one has reaffirmed his position. 蜥蜴人雌性专注于孵卵和养育幼崽。也是它们的工作使得部落营地得以维持。潮湿植物的碎片有时更多会被蜥蜴人用于床上,但一些部落也用此制造粗糙的棚屋和生产与使用盾牌、武器。某些甚至学会了使用从之前猎获的猎物身上剥离部分制造的武器。Lizardfolk females concentrate on hatching eggs and raising the hatchlings. It is also their job to maintain the tribe’s camp. Sometimes this is little more than bits of wet plants the lizardfolk use for beds, but some tribes fashion crude huts and make and use shields and weapons. Some have even learned to use the weapons they have stripped from the bodies of earlier prey. 母亲紧密地照看着它们的幼崽。在这种时候,它们能得到整个部落雌性的帮助。幼崽们总是很难照管,很容易就溜出营地跑进更广阔的沼泽里。在任何时候,幼崽总是有成体的一半多。在有150个蜥蜴人的典型营地中,大约有50个成年雄性、50个成年雌性以及50个幼崽。Mothers watch over their hatchlings closely. In this, they have the help of all female members of the tribe. The hatchlings are often hard to handle, prone to wandering out of the camp and into the wider swamp. At any time, there are half as many hatchlings as there are adults. In a typical camp of 150 lizardfolk, about 50 are adult males, 50 are adult females, and 50 are hatchlings. 随着年龄增长,蜥蜴人也会变得迟缓下来。在60岁左右,它们不再关心其它事情,而喜欢躺在温热的石头上晒太阳。当它们死去,它们将在一个仪式后被其余的部落成员饕餮殆尽,它们的肉体也名副其实地成为了部落的一部分。As lizardfolk age, they slow down. Over the age of 60 or so,they do not care to do much more than lie on a warm rock and bask in the sun. When these creatures die, they are consumed by the rest of the tribe at a ceremonial wake, their flesh becoming part of the tribe both literally and figuratively. 当漫游出它们的沼泽领地时,多数蜥蜴人都处在2~3个体组成的小组中。在罕见的场合,个体也可能被发现单独前行。虽然通常蜥蜴人认为至少需要一个其它蜥蜴人能时刻提醒它们是谁。否则,它们会担心自己可能被外面世界的文明诱惑而忘了回家。When wandering outside their marshy territories, most lizardfolk work in small groups of two to hree. On rare occasions, one can be found traveling alone. Normally, though, lizardfolk feel the need to have at least one other lizardfolk with them to remind them at all times of who they are. Otherwise, they fear that they might be seduced by the civilized ways of the outside world and never return home. 语言和文化Language and Literacy蜥蜴人讲龙语Draconic。更有脑的个体有时学会了通用语Common,这种能更好吓唬潜在猎物的语言。更罕见的情况下,它们学会了像矮人Dwarven、精灵Elven、地精Goblin、兽人Orc的语言或邻近栖息地的语言,这取决于它们居住的地方。Lizardfolk speak Draconic. The more intelligent ones sometimes pick up Common, the better to frighten potential prey. More rarely, they learn languages like Dwarven, Elven, Goblin, Orc,or the language of neighboring home regions, depending on where they live.所有蜥蜴人都是文盲,除了那些非野蛮人的玩家角色。All lizardfolk are illiterate, except for those who have a player character class other than barbarian.
属性和种族特征Abilities and Racial Features蜥蜴人拥有以下种族特点:Lizardfolk have the following racial traits:• +2力量,+2体质,-2智力。作为强壮且勇敢的武者,蜥蜴人轻视知识积累。• +2 Strength, +2 Constitution, –2 Intelligence. Strong and hardy warriors, lizardfolk place little value on the accumulation of knowledge. • 中型体形:如同中型生物,蜥蜴人不因体型受到特殊的加值或减值。• Medium-size: As Medium-size creatures, lizardfolk have no special bonuses or penalties due to their size. • 蜥蜴人拥有30尺游泳速度。• Lizardfolk land speed is 30 feet. • 黑暗视觉60尺。• Darkvision 60 feet.• +5天生防御。• +5 natural armor.• 擅长所有简易武器、盾牌和刺镖barbed dart。蜥蜴人通常持有它们使用可用材料制造的武器。• Proficient with all simple weapons, shields, and barbed darts.Lizardfolk usually stick to weapons they can fashion out of available materials. • 在平衡、跳跃和游泳检定上获得+4种族加值。• +4 racial bonus on Balance, Jump, and Swim checks.• 类人生物种族生命骰:蜥蜴人有2d8种族生命骰。其中其第一个类人生物生命骰的生命值取满,之后的其它类人生物生命骰生命值正常地由投骰决定。其从职业等级和其它方式获得的所有生命骰的第一个其生命值不自动取满。蜥蜴人因其种族生命骰获得了+1基本攻击加值和强韧+0、反射+3、意志+0的豁免加值。蜥蜴人因职业等级获得的攻击加值和豁免加值与此叠加。• Humanoid Hit Dice: A lizardfolk has 2d8 racial Hit Dice. A lizardfolk character receives the maximum hit points for his first humanoid Hit Die and rolls his other humanoid Hit Dice normally. He rolls all Hit Dice from class levels and does not automatically get maximum hit points on his first class-level Hit Die. A lizardfolk’s racial Hit Dice also provide a +1 base attack bonus and saving throws of Fort +0, Ref +3, and Will +0. Lizardfolk with class levels add their class attack bonus and save bonuses to their racial attack and save bonuses. • 类人生物技能:蜥蜴人因类人生物生命骰获得等于(2+智力修正,最少1)X5的技能点。其职业技能为平衡、跳跃和游泳。蜥蜴人因其它方式获得的生命骰的第一级获得的技能点数不再X4。• Humanoid Skills: A lizardfolk’s humanoid Hit Dice grant him skill points equal to (2 + Int modifier, minimum 1) ×5. Class skills for these skill points are Balance, Jump, and Swim. A lizardfolk does not get the ×4 multiplier for skill points acquired from his first class level.• 类人生物专长:蜥蜴人因其类人生物生命骰获得一个专长。典型的蜥蜴人会选择多重攻击Multiattack。略。• Humanoid Feats: A lizardfolk’s humanoid Hit Dice grant him one feat. A typical lizardfolk chooses Multiattack. A lizardfolk character with class levels gains feats based on his total Hit Dice, as shown on Table 2 in the Introduction.• 天生攻击:蜥蜴人能用2次爪抓和1次啮咬攻击。爪抓造成1d4伤害、啮咬是非主要攻击(-5攻击减值,伤害的力量加值取半)造成1d4伤害。略。• Natural Attacks: A lizardfolk can attack with 2 claws and a bite. The claws deal 1d4 points of damage, and the bite is a secondary attack (–5 penalty on the attack roll, and half Strength bonus on the damage roll) that deals 1d4 points of damage. A lizardfolk can attack with a weapon at his normal attack bonus, and make either a bite or a claw attack as a secondary attack.• 屏息Hold Breath:蜥蜴人能屏息相当于它的体质属性4倍轮数的时间。之后它就有可能溺水。• Hold Breath: A lizardfolk can hold his breath for a number of rounds equal to 4 × Constitution score before he is at risk of drowning.• 天赋语言:龙语,故乡地区语言。额外语言:通用语,其它取决于地区。• Automatic Languages: Draconic, home region. Bonus Languages: Common, by region.• 偏好职业:德鲁伊• Favored Class: Druid.• 种族调整:+1。略。• Level Adjustment: +1. Due to his racial Hit Dice, his natural attacks, and his racial skill bonuses, a lizardfolk has an effective character level of 3 plus his class levels. Thus, a 3rd-level lizardfolk druid would have an ECL of 6. See Table 1 in the Introduction.蜥蜴人神祇Lizardfolk Deities 蜥蜴人信仰瑟姆努亚Semuanya。它们的牧师正式的神龛或圣地,也不提供定期宗教服务。作为代替,它们承担了萨满的职责,每当神的子民需要的时候,将瑟姆努亚的祝福带给它们。这位蜥蜴人之神是这些生物极度骄傲的源头。这位神祇与大自然的紧密协作,解释了为什么蜥蜴人有这么多德鲁伊。那些对瑟姆努亚的信仰总是很容易被擢升到信仰自然本身。Lizardfolk worship Semuanya. Their clerics don’t have true shrines or sacred places, or hold regular services. Instead, they function as shamans, bringing the blessings of Semuanya to the god’s people whenever they are called upon. The god of the lizardfolk is a source of great pride for these creatures. This deity works hand in hand with nature, which helps to explain the great number of lizardfolk druids about. Those who grow up worshiping Semuanya find it easy to make the leap to worshiping nature itself. 与其它种族的关系Relations with Other Races大多数蜥蜴人与其它种族的关系仅限于猎人与猎物。更开化的蜥蜴人了解到其它种族有时可能也能教点它们什么,而这些蜥蜴人也愿意与它们谈判——至少在它们肚子一直被填饱的时候。空着肚子是蜥蜴人时臭名昭著的难以理喻。The only relation most lizardfolk have with other races is that of hunter to prey. The more civilized lizardfolk realize that the other races may have something to teach them, and they are willing to parley with them—at least as long as their bellies are full. Lizard-folk on empty stomachs are notoriously difficult to reason with. 蜥蜴人装备Lizardfolk Equipment蜥蜴人使用的武器数量有限,喜欢使用它们能从现有材料制造的武器战斗。然而,蜥蜴人有一种独特的武器——刺镖barbed dart(见附录)。Lizardfolk use a limited number of weapons, preferring to stick to tools of war they can fashion by hand from readily available materials. They do have one weapon unique to their race, how-ever: the barbed dart (see the appendix). 动物和宠物ANIMALS AND PETS蜥蜴人并不畜养动物或宠物。对它们来说,这些生物只会被偷来、屠宰和吃掉罢了。在罕见的场合,蜥蜴人德鲁伊会使用魔法魅惑恐龙并骑着这强大的野兽战斗。Lizardfolk don’t raise animals or keep pets. To them, such creatures are for stealing, slaughtering, and eating. On rare occa-sions, lizardfolk druids use magic to enchant dinosaurs and ride the mighty beasts into battle.
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Drag and Drop是Eclipse为用户在一个或多个SWT应用之间重置部件或数据传输上提供的简单快捷的机制。可以使用在普通SWT应用中,也是学习GEF的基础部分。下面我从以下几个Drag and Drop所必需的部分来简单讲述:DragSource And DropTarget
实现Drag and Drop,就必须要有DragSource And
DropTarget。DragSource是数据传输过程中的数据提供者,而DropTarget是数据接收者。他们分别绑定SWT的widget,需
要注意的是同一widget只能帮定在一个DragSource或DropTarget上。在鼠标拖动的过程中,我们可以通过鼠标图形的变化来得知当前经
过的是否是一个有效的DropTarget,这个过程叫做“drag over
effect”。鼠标图形同时也可以告诉我们在数据被Drop之后,什么样的操作会被执行,是拷贝还是移动还是别的什么。在windows中有以下几种鼠
[attachment=453]
如果我们drag over一个带有item的部件,比方说tree或者table,那么item会变成高亮表明我们会将数据Drop在这个item上,这个过程我们叫“drag under effect”。Transfer
了DragSource 和 DropTarget之后,我们就需要一个载体来承载不同类型的数据,让这个载体在DragSource 和
DropTarget之间传递数据。Transfer实际上是一个提供数据在Java representation与platform
specific representation之间交互的抽象类.在Java对象与特定的平台之间进行format,下面是几个format:
TextTransfer String "hello world"
RTFTransfer String "{\\rtf1\\b\\i hello world}"
FileTransfer String[] new String[] {file1.getAbsolutePath(), file2.getAbsolutePath()}
是传输的载体,TransferData真正的利用JNI将数据和本地操作系统发生关系。TransferData包含了很多特定于平台的公用的属性,应
用不应该直接去访问这些属性。如果真的有必要去访问这些属性,那么我们可以通过扩展Transfer类来完成对特定平台的额外操作。
另外,Transfer不只是可以用在DND中,也可以单独拿出来使用,例如实现Clipboard,可以在copy时将数据暂存于Clipboard中,past时再取出。这个和DND的在Drag时将数据暂存于Clipboard中,Drop时再取出类似。
理解了拖拽的这些概念之后,下面我们就着一个简单的例子来运用一下。如图所示,这个例子中,左面的tree是DragSource,右面的table是DropTarget,我们从左面的tree中选择一条,拖进右边的table中:
我们先从DragSource开始:
//获得一个TextTransfer的实例,TextTransfer是Transfer的一个子类,
//他提供将普通文本以Java String的表示转换为特定于平台的表示的机制。
TextTransfer textTransfer=TextTransfer.getInstance();
//构造一个普通的tree
dragTree=new Tree(parent,SWT.FULL_SELECTION|SWT.SINGLE);
//将dragTree与DragSource绑定(一个widget只能绑定在一个DragSource),
//并允许数据可以从DragSource被MOVE或COPY
DragSource source=new DragSource(dragTree,DND.DROP_MOVE|DND.DROP_COPY);
//指定允许的textTransfer类型,可以是多个。
source.setTransfer(new Transfer[] { textTransfer });
//注册DragSourceListener。处理拖操作的一些事件
source.addDragListener(new MyDragSourceListener());
在MyDragSourceListener中有以下3个方法:
// 指定拖动开始的执行策略。
public void dragStart(DragSourceEvent event){
  //在这里可以设置一些条件,如果不符合条件,比方说选中的treeitem是根,
//则不可拖动
if(treeitem是根){
event.doit=
//dragSetData方法在dragStart通过之后才被调用。这个方法可能会因为同一种传输
//类型多次set或不同的多种传输类型的set而被多次调用,象windows等有些平台
//中,dropTarget可以在鼠标移动的过程中请求数据,但是在Motif等平台中,只可以
//在drop操作完成之后才可以请求数据,所以在这个方法中不要假设drag and drop操
//作已经完成.在这个方法中是无法知道data将被drop到哪里.
//set的Data也要符合指定的Transfer的format类型。
public void dragSetData(DragSourceEvent event){
//在这里可以为DragSourceEvent添加数据,这个方法在拖动过程中
    //会被不停的调用
TreeItem selection = DragAndDrop.this.dragTree.getSelection()[0];
event.data=selection.getText();
// 根据事先指定好的操作类型来处理操作结果
public void dragFinished(DragSourceEvent event){
if(event.detail==DND.DROP_MOVE){
//remove selection TreeItem
其次是DropTarget
// 将dropTable指定为Drop Target,
DropTarget target=new DropTarget(dropTable,DND.DROP_MOVE|DND.DROP_COPY|DND.DROP_DEFAULT);
target.setTransfer(new Transfer[] {textTransfer });
target.addDropListener(new MyDropTargetListener());
对于MyDropTargetListener
class MyDropTargetListener implements DropTargetListener{
//dragEnter事件在drag and drop动作开始,并且鼠标进入了target widget的范围内时被调用。
public void dragEnter(DropTargetEvent event){
//在dragEnter中应用可以定义default operation.如果一个drop target在创建的时候被指定为
//带有DND.DROP_DEFAULT,那么在拖动的过程中如果没有辅助按键被按下,则drop target就是DND.DROP_DEFAULT的。
//应用可以通过改变event.detail来指定default operation。如果应用没有具体指定DND.DROP_DEFAULT的操作,
//平台会默认将DND.DROP_DEFAULT设置为DND.DROP_MOVE。
//另外DND.DROP_DEFAULT的值也可以在dragOperationChanged中设置。
if(event.detail==DND.DROP_DEFAULT){
//给event.detail赋的值必须是event.operations中的一个,event.operations中
//的操作都是DragSource所支持的.
if((event.operations&DND.DROP_COPY)!=0){
event.detail=DND.DROP_COPY;
event.detail=DND.DROP_NONE;
//drop target可以选择性的按照传输类型来处理.dragEnter event有两个属性
//event.currentType 是应用设置的默认类型,以TransferData对象形式表现,
//event.dataTypes 是drag source支持的所有类型的列表,以TransferData数组形式表现,
//我们可以将event.currentType设置成event.dataTypes中的任意一个。
//这些属性也可以在dragOver, dragOperationChanged以及dropAccept事件中设置。
for(int i=0;i&event.dataTypes.i++){
if(textTransfer.isSupportedType(event.dataTypes )){
event.currentDataType=event.dataT
//只允许COPY
if(event.detail!=DND.DROP_COPY){
event.detail=DND.DROP_NONE;
//dragOver event在光标进入drop target widget时会被重复不停的调用.
//如果光标是静止的,dragOver event依然会有规则的按一定时间间隔被调用.
//这个方法一般在drop target是table或tree时用得比较多,可以根据不同的item而改变操作.
public void dragOver(DropTargetEvent event){
//event.feedback设置当widget处于光标下时应该给用户一个什么样的feedback.
//dragOver event.feedback 值描述
//DND.FEEDBACK_SELECT 使光标下的item被选中,限于table and trees.
//DND.FEEDBACK_SCROLL 使widget可以滚动以便于用户可以drop在当前看不见的item上,限于table and trees.
//DND.FEEDBACK_EXPAND 使当前光标下的item展开以便于用户在sub item上drop,限于trees.
//DND.FEEDBACK_INSERT_BEFORE 在item处于光标下之前显示一个插入标记,限于tables and trees.
//DND.FEEDBACK_INSERT_AFTER
在item处于光标下之后显示一个插入标记,限于tables and trees.
//DND.FEEDBACK_NONE
没有任何效果.
event.feedback=DND.FEEDBACK_SELECT|DND.FEEDBACK_SCROLL;
if(textTransfer.isSupportedType(event.currentDataType)){
String t=(String)(textTransfer.nativeToJava(event.currentDataType));
if(t!=null){
System.out.println(t);
//当用户按下或放开辅助按键时,例如Ctrl, Shift, Command, Option。则dragOperationChanged事件发生。
//辅助按键可以改变即将进行的操作。例如:
//Ctrl key is down, a copy is requested,
//Ctrl and Shift keys are both down, a link is requested
//Shift key is down, a move is requested
//When no modifier keys are pressed, the default operation is requested.
public void dragOperationChanged(DropTargetEvent event){
if(event.detail==DND.DROP_DEFAULT){
event.detail=DND.DROP_COPY;
event.detail=DND.DROP_NONE;
// allow text to be moved but files should only be copied
if(fileTransfer.isSupportedType(event.currentDataType)){
if(event.detail!=DND.DROP_COPY){
event.detail=DND.DROP_NONE;
//当光标离开drop target widget时,dragLeave事件发生. 如果你在dragEnter中分配了一些资源,
//就应该在dragLeave中释放.dragLeave事件在用户通过Escape键取消Drag and Drop操作时也会发生
//刚好在drop操作被执行之前.
public void dragLeave(DropTargetEvent event){
//dropAccept事件为应用提供了最后一次定义数据类型的机会,定义的数据类型将被返回到drop事件.
//这些是通过向event.currentDataType赋event.dataTypes中的值来实现的.
public void dropAccept(DropTargetEvent event){
//如果在之前的事件中得到了有效的操作和currentDataType,那么当用户在drop target上松开鼠标时,drop事件会发生。
//event.data属性包含了请求到的数据,event.type包含了Transfer的类型.
//data是event.currentDataType中定义的类型.
public void drop(DropTargetEvent event){
if(textTransfer.isSupportedType(event.currentDataType)){
String text=(String)event.
TableItem item=new TableItem(dropTable,SWT.NONE);
item.setText(text);
if(fileTransfer.isSupportedType(event.currentDataType)){
String[] files=(String[])event.
for(int i=0;i&files.i++){
TableItem item=new TableItem(dropTable,SWT.NONE);
item.setText(files );
net.advanced.eclipse.sample.
org.eclipse.swt.SWT;
org.eclipse.swt.dnd.DND;
org.eclipse.swt.dnd.DragS
org.eclipse.swt.dnd.DragSourceE
org.eclipse.swt.dnd.DragSourceL
org.eclipse.swt.dnd.DropT
org.eclipse.swt.dnd.DropTargetE
org.eclipse.swt.dnd.DropTargetL
org.eclipse.swt.dnd.FileT
org.eclipse.swt.dnd.TextT
org.eclipse.swt.dnd.T
org.eclipse.swt.widgets.C
org.eclipse.swt.widgets.T
org.eclipse.swt.widgets.TableC
org.eclipse.swt.widgets.TableI
org.eclipse.swt.widgets.T
org.eclipse.swt.widgets.TreeI
org.eclipse.ui.part.ViewP
* @Title: DragAndDrop.java
* @Copyright:
* @Company:
* @Created on
$Revision: 1.11 $
DragAndDrop
Tree dragT
Table dropT
TextTransfer textT
FileTransfer fileT
createPartControl(Composite parent){
Transfer是一个可以提供数据在Java representation与platform specific representation
* 之间交互的抽象类.下面是几个format:
* TextTransfer String "hello world"
* RTFTransfer String "{\\rtf1\\b\\i hello world}"
* FileTransfer String[] new String[] {file1.getAbsolutePath(), file2.getAbsolutePath()}
* TransferData包含了很多特定于平台的公用的属性,应用不应该直接去访问这些属性。
* 如果真的有必要去访问这些属性,那么我们可以通过扩展Transfer类来完成对特定平台的额外操作。
textTransfer = TextTransfer.getInstance();
fileTransfer = FileTransfer.getInstance();
dragTree = new
Tree(parent,SWT.FULL_SELECTION | SWT.SINGLE);
i = 0 ;i & 10 ;i ++ ){
TreeItem item = new
TreeItem(dragTree,SWT.NONE);
item.setText( " treeitem " + i);
i2 = 0 ;i2 & 5 ;i2 ++ ){
TreeItem subitem = new
TreeItem(item,SWT.NONE);
subitem.setText( " subtreeitem " + i2);
// 将dragLabel指定为DragSource(一个widget只能帮定在一个DragSource),
// 并允许数据可以从DragSource被MOVE或COPY
DragSource source = new
DragSource(dragTree,DND.DROP_MOVE | DND.DROP_COPY);
source.setTransfer( new
Transfer[] { textTransfer }); //
指定允许的传输类型
source.addDragListener( new
MyDragSourceListener());
dropTable = new
Table(parent,SWT.BORDER | SWT.FULL_SELECTION | SWT.SINGLE);
fillTable();
将dropTable指定为Drop Target,
DropTarget target = new
DropTarget(dropTable,DND.DROP_MOVE | DND.DROP_COPY | DND.DROP_DEFAULT);
target.setTransfer( new
Transfer[] {textTransfer });
target.addDropListener( new
MyDropTargetListener());
MyDragSourceListener
implements
DragSourceListener{
指定拖动开始的执行策略。
dragStart(DragSourceEvent event){
if (((DragSource)event.widget).getControl()
instanceof
TreeItem selection
DragAndDrop. this .dragTree.getSelection()[ 0 ];
if (selection.getText().length() == 0 ){
event.doit =
// dragSetData方法在dragStart通过之后才被调用。这个方法可能会因为同一种传输类型多次set或
// 不同的多种传输类型的set而被多次调用,象windows等有些平台中,dropTarget可以在鼠标移动的
// 过程中请求数据,但是在Motif等平台中,只可以在drop操作完成之后才可以请求数据,所以在这个方
// 法中不要假设drag and drop操作已经完成.在这个方法中是无法知道data将被drop到哪里.
// set的Data也要符合指定的Transfer的format类型。
dragSetData(DragSourceEvent event){
if (TextTransfer.getInstance().isSupportedType(event.dataType)){
if (((DragSource)event.widget).getControl()
instanceof
TreeItem selection
DragAndDrop. this .dragTree.getSelection()[ 0 ];
event.data = selection.getText();
根据事先指定好的操作类型来处理操作结果
dragFinished(DragSourceEvent event){
if (event.detail == DND.DROP_MOVE){
if (((DragSource)event.widget).getControl()
instanceof
TreeItem selection
DragAndDrop. this .dragTree.getSelection()[ 0 ];
selection.removeAll();
MyDropTargetListener
implements
DropTargetListener{
// dragEnter事件在drag and drop动作开始,并且鼠标进入了target widget的范围内时被调用。
dragEnter(DropTargetEvent event){
// 在dragEnter中应用可以定义default operation.如果一个drop target在创建的时候被指定为
// 带有DND.DROP_DEFAULT,那么在拖动的过程中如果没有辅助按键被按下,则drop target就是DND.DROP_DEFAULT的。
// 应用可以通过改变event.detail来指定default operation。如果应用没有具体指定DND.DROP_DEFAULT的操作,
// 平台会默认将DND.DROP_DEFAULT设置为DND.DROP_MOVE。
// 另外DND.DROP_DEFAULT的值也可以在dragOperationChanged中设置。
if (event.detail == DND.DROP_DEFAULT){
// 给event.detail赋的值必须是event.operations中的一个,event.operations中
// 的操作都是DragSource所支持的.
if ((event.operations & DND.DROP_COPY) != 0 ){
event.detail = DND.DROP_COPY;
event.detail = DND.DROP_NONE;
// drop target可以选择性的按照传输类型来处理.dragEnter event有两个属性
// event.currentType 是应用设置的默认类型,以TransferData对象形式表现,
// event.dataTypes 是drag source支持的所有类型的列表,以TransferData数组形式表现,
// 我们可以将event.currentType设置成event.dataTypes中的任意一个。
// 这些属性也可以在dragOver, dragOperationChanged以及dropAccept事件中设置。
i = 0 ;i & event.dataTypes.i ++ ){
if (textTransfer.isSupportedType(event.dataTypes[i])){
event.currentDataType = event.dataTypes[i];
// 只允许COPY
if (event.detail != DND.DROP_COPY){
event.detail = DND.DROP_NONE;
// dragOver event在光标进入drop target widget时会被重复不停的调用.
// 如果光标是静止的,dragOver event依然会有规则的按一定时间间隔被调用.
// 这个方法一般在drop target是table或tree时用得比较多,可以根据不同的item而改变操作.
dragOver(DropTargetEvent event){
// event.feedback设置当widget处于光标下时应该给用户一个什么样的feedback.
// dragOver event.feedback 值描述
// DND.FEEDBACK_SELECT
使光标下的item被选中,限于table and trees.
// DND.FEEDBACK_SCROLL
使widget可以滚动以便于用户可以drop在当前看不见的item上,限于table and trees.
// DND.FEEDBACK_EXPAND
使当前光标下的item展开以便于用户在sub item上drop,限于trees.
// DND.FEEDBACK_INSERT_BEFORE
在item处于光标下之前显示一个插入标记,限于tables and trees.
// DND.FEEDBACK_INSERT_AFTER
在item处于光标下之后显示一个插入标记,限于tables and trees.
// DND.FEEDBACK_NONE
没有任何效果.
event.feedback = DND.FEEDBACK_SELECT | DND.FEEDBACK_SCROLL;
if (textTransfer.isSupportedType(event.currentDataType)){
String t = (String)(textTransfer.nativeToJava(event.currentDataType));
if (t != null ){
System.out.println(t);
// 当用户按下或放开辅助按键时,例如Ctrl, Shift, Command, Option。则dragOperationChanged事件发生。
// 辅助按键可以改变即将进行的操作。例如:
// Ctrl key is down, a copy is requested,
// Ctrl and Shift keys are both down, a link is requested
// Shift key is down, a move is requested
// When no modifier keys are pressed, the default operation is requested.
dragOperationChanged(DropTargetEvent event){
if (event.detail == DND.DROP_DEFAULT){
event.detail = DND.DROP_COPY;
event.detail = DND.DROP_NONE;
allow text to be moved but files should only be copied
if (fileTransfer.isSupportedType(event.currentDataType)){
if (event.detail != DND.DROP_COPY){
event.detail = DND.DROP_NONE;
// 当光标离开drop target widget时,dragLeave事件发生. 如果你在dragEnter中分配了一些资源,
// 就应该在dragLeave中释放.dragLeave事件在用户通过Escape键取消Drag and Drop操作时也会发生
// 刚好在drop操作被执行之前.
dragLeave(DropTargetEvent event){
// dropAccept事件为应用提供了最后一次定义数据类型的机会,定义的数据类型将被返回到drop事件.
// 这些是通过向event.currentDataType赋event.dataTypes中的值来实现的.
dropAccept(DropTargetEvent event){
// 如果在之前的事件中得到了有效的操作和currentDataType,那么当用户在drop target上松开鼠标时,drop事件会发生。
// event.data属性包含了请求到的数据,event.type包含了Transfer的类型.
// data是event.currentDataType中定义的类型.
drop(DropTargetEvent event){
if (textTransfer.isSupportedType(event.currentDataType)){
String text = (String)event.
TableItem item = new
TableItem(dropTable,SWT.NONE);
item.setText(text);
if (fileTransfer.isSupportedType(event.currentDataType)){
String[] files = (String[])event.
i = 0 ;i & files.i ++ ){
TableItem item = new
TableItem(dropTable,SWT.NONE);
item.setText(files[i]);
fillTable(){
dropTable.setHeaderVisible( true );
dropTable.setLinesVisible( true );
TableColumn partName
TableColumn(dropTable,SWT.LEFT);
partName.setResizable( true );
partName.setText( " NAME " );
partName.setWidth( 250 );
TableColumn employeeName = new
TableColumn(dropTable,SWT.LEFT);
employeeName.setResizable( true );
employeeName.setText( " SIZE " );
employeeName.setWidth( 120 );
i = 0 ;i & 10 ;i ++ ){
TableItem item = new
TableItem(dropTable,SWT.NONE);
item.setText( new
String[]{ " tableitem " + i, 100 + i + "" });
setFocus(){
作为插件运行还需要创建plugin.xml文件,用PDE创建plugin project with view可得。
&?xml version="1.0" encoding="UTF-8"?&
&?eclipse version="3.0"?&
&extension
point="org.eclipse.ui.views"&
name="DND Category"
id="com.blogspot.weidagang2046.dnd"&
&/category&
name="DND View"
icon="icons/sample.gif"
category="com.blogspot.weidagang2046.dnd"
class="com.blogspot.weidagang2046.dnd.views.DNDView"
id="com.blogspot.weidagang2046.dnd.views.DNDView"&
&/extension&
&extension
point="org.eclipse.ui.perspectiveExtensions"&
&perspectiveExtension
targetID="org.eclipse.ui.resourcePerspective"&
ratio="0.5"
relative="org.eclipse.ui.views.TaskList"
relationship="right"
id="com.blogspot.weidagang2046.dnd.views.DNDView"&
&/perspectiveExtension&
&/extension&
yianpuodiaotu
浏览: 186314 次
来自: 济南
破解原作真是太厉害了。
谢谢,现在官方的demo代码还是jdk1.2的
Spket 谢谢了,js格式化 行宽太小了,你这个帮了我很大的 ...
谢谢, 可以使用了
我想问下lz 我生成了 wsdl文件 我用客户端去调用 怎么总 ...
(window.slotbydup=window.slotbydup || []).push({
id: '4773203',
container: s,
size: '200,200',
display: 'inlay-fix'}

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