02_Data_Center_Design_for_NSX(中文版翻译)
NSX网络虚拟化部署手册

NSX 部署流程第一步,部署NSX Manager Appliance导入OVA 文件确认版本号选择NSX Manager的管理端口组,与vCenter通信使用。
确认EULA和选择部署的集群与存储后,对NSX Manager进行自定义,这里设置admin密码和CLI模式的密码。
展开Network Properties,填写NSX Manager主机名和配置管理的IPv4地址与vcenter通信使用展开DNS和Services Configuration,配置DNS和域名,配置NTP服务器信息注意:NSX的时间同步必须要与vcenter和esxi主机一致,时间敏感!确认配置信息,并完成Appliance部署。
第二步,设置NSX Manager与vCenter关联。
登陆https://172.20.21.3,使用admin和设置好的密码登陆NSX Manager管理页面。
(可选)选择Manager Appliance Settings,配置IP、NTP、主机名、DNS和备份恢复等信息。
选择Manage vCenter Registration配置SSO和vCenter信息,显示绿灯后NSX Manager配置完成。
第三步,配置NSX虚拟网络稍等一会,重新登陆vCenter主页(使用NSX注册vCenter SSO和vCetner服务的权限,如:administrator@vsphere.local),会出现Networking & Security控件和按钮,点击进入NSX管理页面。
1)点击Installation,可见NSX Manager信息,并按+添加首个Controller节点。
配置Controller信息,包括创建IP Pool用于Controller使用,Connected To的端口组,以及IP Pool地址是与NSX Manager通信使用。
Controller创建必须注意时间同步,创建成功。
亚特兰蒂斯NSX Supplemental Restraint System用户手册说明书

Your NSX is equipped with a Supple-mental Restraint System (SRS).This system consists of an airbag in the center of the steering wheel and a padded knee bolster on the bottom of the dashboard. It is most effective when used in conjunction with the seat belt.The SRS is designed to activate if the car is involved in a frontal collision at road speeds. The airbag cushions the driver's face and chest, while the knee bolster helps prevent the driver from sliding under the dashboard while helping to protect the driver's knees. The SRS will not protect the driver in a side impact, rear impact,or roll-over collision. The driver and passenger should wear their seat belts at all times for maximum pro-tection.When the airbag deploys in a colli-sion, you may hear a fairly loud noise and see some smoke. This is from the propellant charge that deploys the airbag. It is normal and not harmful. The airbag is designed to inflate and deflate almost instantane-ously, so it cushions the driverduring impact but does not block the driver's vision.Driver and Passenger SafetySupplemental Restraint SystemThe SRS airbag is designed to be used only once. After it is activated,the airbag module must be replaced and the rest of the system checked.As a reminder, the SRS indicator light on the instrument panel will stay lit (see page 24). Only your Acura dealer should perform the replacement and checks.The possibility that the SRS would deploy the airbag when there is no collision is very small. If this should ever happen, the bag will deflate immediately and not interfere with your ability to control the car.Th e SRS sensors, control unit, air bag activator and wiring are monitored at all times when the ignition is ON. If a problem is detected, the SRS indica-tor will light. See page 24 for more information.Modifying system components, or tampering with any SRS wiring, could make the system inoperative or cause the airbag to deploy acciden-tally.The system has sensors located behind the dashboard and a control unit in the center console. All wiring is bright yellow.The installation of "custom" steering wheels, additional trim materials, or badges in the middle of the steering wheel hub create a hazardouscondition and are not recommended.CONTINUEDDriver and Passenger SafetySupplemental Restraint SystemSystem ServicingTo ensure its reliability, the Supple-mental Restraint System must be inspected by your dealer no more than ten years after the car's date of manufacture. This date can be found on the certification plate attached to the driver's door jamb.The impact sensors for the SRS are located behind the dashboard and under the center console. Wiring and other components are located near the steering column and in the steering wheel.None of the components in the SRS are user-serviceable. Doing mechani-cal or electrical work near SRS components, or disconnecting the SRS wiring, could cause the airbag to deploy accidentally or disable the system. If your car needs service or repair in any of those areas, have your dealer do the work.Scrapping the airbag, or the entire car, without using the proper tools or following the procedures in the Service Manual can be hazardous.Scrapping the airbag should be done by your dealer.Driver and Passenger SafetyAlcohol and DrugsDriving a car requires your full attention and alertness. Trafficconditions change rapidly. You must be able to react just as rapidly.Alcohol or drugs directly affect your alertness and ability to react. Even prescription and non-prescription medicines can have this effect.Every state has laws that deal with drunken driving. These laws define how much alcohol it takes in your system to be legally "drunk." How-ever, your judgment and reaction time decrease with every drink —even the first one.The safest thing you can do is never drink and drive. This can be done if you plan ahead. If you know you are going to be drinking, make plans to ride with a friend who will not be drinking.What if you find that you've been drinking and cannot get a ride from a friend? Find alternative transporta-tion. Call a taxi. Take a bus. Many communities have transportation services devoted to shuttling people who have been drinking.If you have no choice but to drive,stop drinking and give yourself lots of time to sober up. Time is the only thing that can make you sober.Things like coffee or a cold shower don't speed up the process.If you see a friend trying to getbehind the wheel after drinking, stop them. Drive them yourself or arrange other transportation. If you think you are interfering, remember that your interference will keep them from sharing the road with you.Driver and Passenger SafetyCarbon Monoxide HazardYour car's exhaust contains carbon monoxide gas. You should have no problem with carbon monoxide entering the car in normal driving if you maintain your car properly. Have the exhaust system inspected forleaks whenever:The car is raised for an oil change.You notice a change in the sound ofthe exhaust.The car was in an accident that may have damaged the underside.High levels of carbon monoxide can collect rapidly in enclosed areas,such as a garage. Do not run the engine with the garage door closed.Even with the door open, run the engine only long enough to move the car out of the garage.If you must sit in your parked car for even a short time in an unconfined area with the engine running, adjust the heating/cooling system as follows:1. Push the button.2. Select the mode.3. Turn the fan on high speed.4. Set the temperature control to a comfortable setting.Driver and Passenger SafetyReporting Safety DefectsIf you believe that your vehicle has a defect which could cause a crash or could cause injury or death, you should immediately inform theNational Highway Traffic Safety Ad-ministration (NHTSA) in addition to notifying American Honda Motor Company, Inc.If NHTSA receives similar com-plaints, it may open an investigation,and if it finds that a safety defect exists in a group of vehicles, it may order a recall and remedy campaign.However, NHTSA cannot become involved in individual problemsbetween you, your dealer, or Ameri-can Honda Motor Co., Inc.To contact NHTSA, you may either call the Auto Safety Hotline tollfree at (800) 424-9393 (or 366-0123 in the Washington D.C. area) or write to:NHTSA, U.S. Department of Trans-portation, Washington, D.C. 20590.You can also obtain other information about motor vehicle safety from the Hotline.Driver and Passenger Safety。
落地镗简明调试手册

14 1.1 (4)1.2 (4)1.3 (4)1.4 (5)1.5 TK6916 (5)1.6 (6)1.6.1 (6)1.6.2 (6)2 Master - Slave (7)2.1 (7)2.2 (7)2.3 (9)2.4 (10)2.5NC (10)2.6 (11)2.6.1 M_X10(Axis 9) (11)2.6.2 (12)2.6.3 (12)2.6.3.1 (12)2.6.3.2 (12)2.7 (13)3 Setpoint switchover (14)3.1 (14)3.2 (14)3.3 (14)3.4 (14)3.5 (15)3.5.1 (16)3.5.2 PLC (17)3.5.3 5 6 (18)3.5.3.1 5 6 DB3x.DBx61.3=1 5DB35.DBX96.5=1 (18)3.5.3.2 DB35.DBX24.5=1 DB36.DBX24.5=0 5 DB35.DBX96.5=1DB35.DBx61.3=0 6 DB36.DBx61.3=1 5 (18)3.5.3.3 DB35.DBX24.5=0 DB36.DBX24.5=1 6 DB36.DBX96.5=1DB36.DBx61.3=0 5 DB36.DBx61.3=1 6 (18)3.6 (19)4 CEC (19)4.1 (19)4.2 (19)4.3 (21)4.4 (21)4.5 (22)4.6 (23)5 (24)5.1 (24)5.2 (24)5.3 (24)5.4 (24)5.5 (24)5.6 (28)6 GEOAX (29)6.1 (29)6.2 (29)6.3 (29)6.3.1 (29)6.3.2 (30)6.4 (32)7 (33)11.11.21.3SP1-1XYZWBV1.4T K 6 9 1 6|||||____________ 160mm||||_______________________ | | |_____________________________| |____________________________________|_____________________________________________1.5 TK6916TK6916160 mm260 mmISO502-1,500 rpm2-100 rpm480mm x 580 mm1,500 mm1,350 mmX 8,000-30,000 mmY 3,000-5,000 mmZ 1,100 mmW 900 mmU 300 mmX 1-8,000 mm/minY 1-6,000 mm/minZ 1-6,000 mm/minW 1-4,000 mm/minU 1-100 mm/min51 KW11,000 Nm5,000 Nm50,000 N1.6 1.6.11.6.201 6FC5800-0AM55-0YB0Sag compensation, multi-dimensional M55 026FC5800-0AM54-0YB0 Bidirectional lead screw errorcompensationM54 03 6FC5800-0AM05-0YB0 Setpoint exchange M05 04 6FC5800-0AM03-0YB0 Master/slave for drivesM032 Master - SlaveSINUMERIK 840D sl Special Function Manual,/TE3: Speed/torque coupling, master-slave2.12-12-1 12-21 2 12-2 22.22-3n NC NCsollPI PT1 PI (Tension torque)2-3SINAMICS S120 3 2-42-42.337250$MA_MS_ASSIGN_MASTER_SPEED_CMD37252$MA_MS_ASSIGN_MASTER_TORQUE_CTRN37253 $MA_MS_FUNCTION_MASKH137254 $MA_MS_TORQUE_CTRL_MODE12337255 MS_TORQUE_CTRL_ACTIV A TION0 372541 DB3x.DBX24.437260 $MA_MS_MAX_CTRL_VELOMD320000~10037262 $MA_MS_COUPLING_ALW AYS_ACTIVE0 NC MASLONDB3x.DBX24.71 NC PLC37263 $MA_MS_SPIND_COUPLING_MODE137256 $MA_MS_TORQUE_CTRL_P_GAINPMD32000 /p2003MD37254=3 00~10037258 $MA_MS_TORQUE_CTRL_I_TIME>0N37264 $MA_MS_TENSION_TORQUE-100~100N37266$MA_MS_TENSION_TORQ_FILTER_TIME>00~10037268 $MA_MS_TORQUE_WEIGHT_SLA VE=100%-MD372698500~10037274 $MA_MS_MOTION_DIR_REVERSE1N37270 $MA_MS_VELO_TOL_COARSEMD320000~100N37272 $MA_MS_VELO_TOL_FINEMD320000~1002.437255 MS_TORQUE_CTRL_ACTIV A TION 1 DB3x.DBX24.437262 $MA_MS_COUPLING_ALW AYS_ACTIVE 0 DB3x.DBX24.7-1 -23-1 PLC -> /PLC -> /DB3x.DBX24.4Activate torque compensatory controller 0 PLC1 PLCDB3x.DBX24.7Activate master-slave coupling 0 PLC1 PLC3-2 / ->/ -> PLCDB3x.DBX96.2 Differential speed "Fine" 01DB3x.DBX96.3 Differential speed "Coarse" 01DB3x.DBX96.4State of torque compensatory controller 01DB3x.DBX96.7State of master-slave coupling 012.5 NC37262 $MA_MS_COUPLING_ALW AYS_ACTIVE 0MASLDEF (<slave axis_1>, <slave axis_2>, ..., <master axis>)MASLON(<slave axis_1>, <slave axis_2>, ..., <master axis>)MASLOF(<slave axis_1>, <slave axis_2>, ..., <master axis>)MASLDEL(<slave axis_1>, <slave axis_2>, ...,)NCMASLDEF(S2,S1) ; S2 S1MASLON (S2) ;$MA_MS_TENSION_TORQUE=10 ;NEWCONFS1=1000 M1=3 ; S1 S2G4F5M5 ;STOPRE$MA_MS_TENSION_TORQUE=-10 ;NEWCONFM4 ; S1 S2G4 F5M5 ;STOPREMASLOF(S2) ;MASLDEL(S2) ; S2M302.6M_X(Axis 1) M_X10(Axis 9) Axis 1 Axis 9 2-52-52.6.1 M_X10(Axis 9)N37250: MS_ASSIGN_MASTER_SPEED_CMD[AX9] =1N37252: MS_ASSIGN_MASTER_TORQUE_CTR[AX9] =1N37253 $MA_MS_FUNCTION_MASK[AX9] ='H1'N37254: MS_TORQUE_CTRL_MODE[AX9] =0N37255 $MA_MS_TORQUE_CTRL_ACTIV A TION[AX9] =0N37256 $MA_MS_TORQUE_CTRL_P_GAIN[AX9] =10N37258 $MA_MS_TORQUE_CTRL_I_TIME[AX9] =0.01N37260 MS_MAX_CTRL_VELO[AX9] =100N37262 $MA_MS_COUPLING_ALW AYS_ACTIVE[AX9] =1N37263 $MA_MS_SPIND_COUPLING_MODE[AX9] =0N37264 $MA_MS_TENSION_TORQUE[AX9] =20N37266 $MA_MS_TENSION_TORQ_FILTER_TIME[AX9] =0N37268 MS_TORQUE_WEIGHT_SLA VE[AX9] =50N37270 MS_VELO_TOL_COARSE[AX9] =N37272 MS_VELO_TOL_FINE[AX9] =1N37274 $MA_MS_MOTION_DIR_REVERSE[AX9] =02.6.22-72.6.32.6.3.1N37256 $MA_MS_TORQUE_CTRL_P_GAIN[AX9] =30N37258 $MA_MS_TORQUE_CTRL_I_TIME[AX9] =0.01N37264 $MA_MS_TENSION_TORQUE[AX9] =0N37266 $MA_MS_TENSION_TORQ_FILTER_TIME[AX9] =0N37268 MS_TORQUE_WEIGHT_SLA VE[AX9] =50X 0.13mm2-62-6 02.6.3.2N37256 $MA_MS_TORQUE_CTRL_P_GAIN[AX9] =30N37258 $MA_MS_TORQUE_CTRL_I_TIME[AX9] =0.01N37264 $MA_MS_TENSION_TORQUE[AX9] =25N37266 $MA_MS_TENSION_TORQ_FILTER_TIME[AX9] =0N37268 MS_TORQUE_WEIGHT_SLA VE[AX9] =50X 0.01mm2-72-7 252.7a. /37264 $MA_MS_TENSION_TORQUE 5-30%b.3 Setpoint switchoverSINUMERIK 840D sl Special functions Function Manual,/ S9: Setpointexchange3.1Setpoint switchoverU ZSINUMERIK 840D Setpoint Exchange3.230110Setpoint exchange MD30110 $MA_CTRLOUT_MODULE_NRMD30220 $MA_ENC_MODULE_NR MD30230 $MA_ENC_INPUT_NR3.330110 CTRLOUT_MODULE_NR30130 CTRLOUT_TYPE30200 NUM_ENCS30220 ENC_MODULE_NR [0][1]30230 ENC_INPUT_NR [0][1]30240 ENC_TYPE [0][1]31020 ENC_RESOL [0][1]3.4-1 -23-1 PLC -> /PLC -> /DB3x.DBX24.5change setpoint output assignment 013-2 / ->/ -> PLCDB3x.DBX61.0 Travel request 01DB3x.DBX61.3 Tracking operation active 01DB3x.DBX96.5 0setpoint output assignment 13.5A1 B1 A1 B1 3-13-1 A1 B1A1 B1 G1 A1 G2 B1 G3 3-2A1 SERV05 B1 SERVO043-23.5.1A (AX5)B (AX6) 30110 CTRLOUT_MODULE_NR 4 4 30130 $MA_CTRLOUT_TYPE 1 1 30200 $MA_NUM_ENCS 2 2 30220 ENC_MODULE_NR[0] 4 4 30220 ENC_MODULE_NR[1] 43 30230 ENC_INPUT_NR[0] 1 1 30230 ENC_INPUT_NR[1] 2 2 30240 ENC_TYPE[0] 1 1 30240 ENC_TYPE[1] 1 1 31020 ENC_RESOL[0] 2048 2048 31020 ENC_RESOL[1] 18000 2500 31040 ENC_IS_DIRECT[0] 0 0 31040 ENC_IS_DIRECT[1]11ALM: MM: G1: A1 G2: A1 G3: B1A1 (AX5)B1 (AX6)3.5.2 PLCAX5>AX6 PLC 3-33.5.3 5 63.5.3.1 5 6 DB3x.DBx61.3=1 5DB35.DBX96.5=13.5.3.2 DB35.DBX24.5=1 DB36.DBX24.5=0 5 DB35.DBX96.5=1DB35.DBx61.3=0 6 DB36.DBx61.3=1 53.5.3.3 DB35.DBX24.5=0 DB36.DBX24.5=1 6 DB36.DBX96.5=1DB36.DBx61.3=0 5 DB36.DBx61.3=1 63.6a. DB3x.DB1.4 =1c.2 Drive- CliQHMI 2 1PH8p125=0MD30220 ENC_MODULE_NR MD30230 ENC_INPUT_NRc.4 CECSINUMERIK 840D sl Extended Functions Manual,/ K3: Compensations4.16FC5800-0AM55-0YB0Sag compensation, multi-dimensional840D sl 1mm4-1 Y1 Z14-14.21MD18342 $MN_MM_CEC_MAX_POINTS [n]n = *2• SRAM• MD18342 2000•183422. NC /4-23.CHANDA TA(1)$AN_CEC[0,0]=0$AN_CEC[0,1]=0$AN_CEC[0,2]=0$AN_CEC[0,3]=0$AN_CEC[0,4]=0$AN_CEC[0,5]=0$AN_CEC[0,6]=0$AN_CEC[0,7]=0…..$AN_CEC[0,49]=0$AN_CEC_INPUT_NCU[0]=0$AN_CEC_INPUT_AXIS[0]=(X)$AN_CEC_OUTPUT_NCU[0]=0$AN_CEC_OUTPUT_AXIS[0]=(X)$AN_CEC_STEP[0]=0$AN_CEC_MIN[0]=0$AN_CEC_MAX[0]=0$AN_CEC_DIRECTION[0]=0$AN_CEC_MULT_BY_TABLE[0]=0$AN_CEC_IS_MODULO[0]=0……$AN_CEC [m, n] n m$AN_CEC_INPUT_AXIS[t] $AN_CEC_OUTPUT_AXIS[t]$AN_CEC_STEP[t]$AN_CEC_MIN[t]$AN_CEC_MAX[t]$AN_CEC_DIRECTION[t] 0 1 -1$AN_CEC_MULT_BY_TABLE[t]$AN_CEC_IS_MODULO[t] 11 NCU 2NCU 730.3 31 6224.318342$MN_MM_CEC_MAX_POINTS[n] (0-2000) n : 0-3141300$SN_CEC_TABLE_ENABLE [n] : 0- 1- n : 0-3141310$SN_CEC_TABLE_WEIGHT [n] n : 0-3132710 $MA_CEC_ENABLE : 0- 1-32711$MA_CEC_SCALING_SYSTEM_METRIC:0- 1-32720 $MA_CEC_MAX_SUM 1mm 32730 $MA_CEC_MAX_VELO (0-100) 32000 $MA_MAX_AX_VELO4.4/ ->/ -> PLCDB3x.DBX60.41 01DB3x.DBX60.52 014.54-1 Y1 Z11. CEC_Y_TO_Z_TAB3_PLUS.MPFMD18342[0]=50; CEC_Y_TO_Z_TAB3_PLUS.MPF$AN_CEC[2,0]=0 1$AN_CEC[2,1]=0$AN_CEC[2,2]=0$AN_CEC[2,3]=0$AN_CEC[2,4]=0$AN_CEC[2,5]=0$AN_CEC[2,6]=0$AN_CEC[2,7]=0……$AN_CEC[2,49]=0$AN_CEC_INPUT_NCU[2]=1 NCU1$AN_CEC_INPUT_AXIS[2]=(AX2) 4-1 Y1$AN_CEC_OUTPUT_NCU[2]=1 NCU1$AN_CEC_OUTPUT_AXIS[2]=(AX3) 4-1 Z$AN_CEC_STEP[2]=50 50mm$AN_CEC_MIN[2]=0 0mm$AN_CEC_MAX[2]=1000 1000mm$AN_CEC_DIRECTION[2]=1 =1$AN_CEC_MULT_BY_TABLE[2]=0$AN_CEC_IS_MODULO[2]=0M172. CEC_Y_TO_Z_TAB3_PLUS.MPF; CEC_Y_TO_Z_TAB3_PLUS.MPF$AN_CEC[2,0]=0$AN_CEC[2,1]=0.01$AN_CEC[2,2]=0.02$AN_CEC[2,3]=0.03$AN_CEC[2,4]=0.04$AN_CEC[2,5]=0.05$AN_CEC[2,6]=0.06$AN_CEC[2,7]=0.07……$AN_CEC[2,49]=0$AN_CEC_INPUT_NCU[2]=1$AN_CEC_INPUT_AXIS[2]=(AX2)$AN_CEC_OUTPUT_NCU[2]=1 $AN_CEC_OUTPUT_AXIS[2]=(AX3) $AN_CEC_STEP[2]=50 $AN_CEC_MIN[2]=0 $AN_CEC_MAX[2]=1000 $AN_CEC_DIRECTION[2]=1 $AN_CEC_MULT_BY_TABLE[2]=0 $AN_CEC_IS_MODULO[2]=0 M17CEC_Y_TO_Z_TAB3_PLUS.MPF3. i)MD32710 $MA_CEC_ENABLE[AX3] =1ii)SD41300 $SN_CEC_TABLE_ENABLE [2]=1iii) Ziv) 4-3Y 50mm Z0.01mm4-34.6Sag1 Sag Sag compensation, multi-dimensiona 6FC5800-0AM55-0YB02 CECMD32710 $MA_CEC_ENABLE[AXi]=1 34SD41300 $SN_CEC_TABLE_ENABLE[t]=15DB31,…DBX60.4 60.5=16 Sag5SINUMERIK 840D sl Extended Functions Manual,/ K3: Compensations5.16FC5800-0AM54-0YB0Bidirectional lead screw error compensation5.24.25.34.35.44.45.51. XMD18342 MM_CEC_MAX_POINTS[0]=50MD18342 MM_CEC_MAX_POINTS[1]=50183422. NC_CEC.INI3. NC_CEC.INI X4.; CEC_X_TAB1_MINUS.MPFCHANDA TA(1)$AN_CEC[0,0]=0 1$AN_CEC[0,1]=0.55$AN_CEC[0,2]=0.66$AN_CEC[0,3]=0.77$AN_CEC[0,4]=0.88$AN_CEC[0,5]=0.99……$AN_CEC[0,49]=0$AN_CEC_INPUT_NCU[0]=1 NCU1 $AN_CEC_INPUT_AXIS[0]=(AX1) AX1 $AN_CEC_OUTPUT_NCU[0]=1 NCU1 $AN_CEC_OUTPUT_AXIS[0]=(AX1) AX1 $AN_CEC_STEP[0]=50 50mm$AN_CEC_MIN[0]=0 0mm $AN_CEC_MAX[0]=1000 1000mm $AN_CEC_DIRECTION[0]=-1 =-1$AN_CEC_MULT_BY_TABLE[0]=0$AN_CEC_IS_MODULO[0]=0M175.; CEC_X_TAB2_PLUS.MPFCHANDA TA(1)$AN_CEC[1,0]=0$AN_CEC[1,1]=0.01$AN_CEC[1,2]=0.02$AN_CEC[1,3]=0.03$AN_CEC[1,4]=0.04$AN_CEC[1,5]=0.05……$AN_CEC[1,49]=0$AN_CEC_INPUT_NCU[1]=1$AN_CEC_INPUT_AXIS[1]=(AX1)$AN_CEC_OUTPUT_NCU[1]=1$AN_CEC_OUTPUT_AXIS[1]=(AX1)$AN_CEC_STEP[1]=50$AN_CEC_MIN[1]=0$AN_CEC_MAX[1]=1000$AN_CEC_DIRECTION[1]=1 =1$AN_CEC_MULT_BY_TABLE[1]=0$AN_CEC_IS_MODULO[1]=0M176.7.i)MD32710 $MA_CEC_ENABLE[AX1] =1 ii)SD41300 $SN_CEC_TABLE_ENABLE [0]=1SD41300 $SN_CEC_TABLE_ENABLE [1]=1iii) X1iv)MDAN10 G1 X0 F5000N20 X50N30 X200N40 X300N50 X200N60 X50N70 M30N20 X 50mm X0.01mmN30 X 200mm X 0.04mmN50 X 200mm X 0.88mmN60 X 50mm X 0.55mm5.61 Bidirectional lead screw error compensation6FC5800-0AM54-0YB02 CECMD32710 $MA_CEC_ENABLE[AXi]=134SD41300 $SN_CEC_TABLE_ENABLE[t]=15DB31,…DBX60.4 60.5=16 Sag6 GEOAXSINUMERIK 840D sl Basic Functions Manual/ Replaceable geometry axes (GEOAX).6.1GEOAX U W Z6.2GEOAXGEOAX(n, channel axis, n, channel axis, n, channel axis)n n=1 2 3n=0channel axisGEOAX() 200506.3UU Z6.3.1N10000 $MN_AXCONF_MACHAX_NAME_TAB[0]="M_X"N10000 $MN_AXCONF_MACHAX_NAME_TAB[1]=" M_Y"N10000 $MN_AXCONF_MACHAX_NAME_TAB[2]=" M_Z"N10000 $MN_AXCONF_MACHAX_NAME_TAB[3]=" M_W"N10000 $MN_AXCONF_MACHAX_NAME_TAB[4]=" M_B"N10000 $MN_AXCONF_MACHAX_NAME_TAB[5]=" M_V"N10000 $MN_AXCONF_MACHAX_NAME_TAB[6]=" M_U"N10000 $MN_AXCONF_MACHAX_NAME_TAB[7]=" M_SP"N20070 $MC_AXCONF_MACHAX_USED[0]=1N20070 $MC_AXCONF_MACHAX_USED[1]=2N20070 $MC_AXCONF_MACHAX_USED[2]=3N20070 $MC_AXCONF_MACHAX_USED[3]=4N20070 $MC_AXCONF_MACHAX_USED[4]=5N20070 $MC_AXCONF_MACHAX_USED[5]=6N20070 $MC_AXCONF_MACHAX_USED[6]=7N20070 $MC_AXCONF_MACHAX_USED[7]=8N20080 $MC_AXCONF_CHANAX_NAME_TAB[0]="XC"N20080 $MC_AXCONF_CHANAX_NAME_TAB[1]="YC"N20080 $MC_AXCONF_CHANAX_NAME_TAB[2]="ZC"N20080 $MC_AXCONF_CHANAX_NAME_TAB[3]="W"N20080 $MC_AXCONF_CHANAX_NAME_TAB[4]="B"N20080 $MC_AXCONF_CHANAX_NAME_TAB[5]="V"N20080 $MC_AXCONF_CHANAX_NAME_TAB[6]="U"N20080 $MC_AXCONF_CHANAX_NAME_TAB[7]="SP"N20050 $MC_AXCONF_GEOAX_ASSIGN_TAB[0]=1N20050 $MC_AXCONF_GEOAX_ASSIGN_TAB[1]=2N20050 $MC_AXCONF_GEOAX_ASSIGN_TAB[2]=3N20060 $MC_AXCONF_GEOAX_NAME_TAB[0]="X"N20060 $MC_AXCONF_GEOAX_NAME_TAB[1]="Y"N20060 $MC_AXCONF_GEOAX_NAME_TAB[2]="Z"6.3.2; GEOAX_TST_1.MPFN10 GEOAX() ;N20 G90 G0 X0 Y0 Z0 W0N30 V0 U0N40 STOPREN50 GEOAX(1,U,2,V,3,W) ; U, V, W 1, 2, 3 , X , Y, Z N60 G54 G1 F5000N70 X50 ; X 50 U 50N80 Y60 ; Y 60 V 60N90 Z100 ; Z 100 W 100N100 G91 G18 G02 I0 K10 ; X Z U W N110 G90G1N120 XC=100 ; XC 100N130 YC=150 ; YC 150N140 ZC=200 ; ZC 200N150 GEOAX() ;N160 M301. GEOAX_TST_1.MPF XC, YC, ZC 1, 2, 3 ,MCS 6-1WCS 6-26-2 WCS2. N50 U, V, W 1, 2, 3 ,MCS 6-3WCS 6-46-4 WCS6.4GEOAX ‘14414 1%7[1] 840D sl[2][3][4] SINUMERIK 840D sl Basic Function Manual, 09/2011[5] SINUMERIK 840D sl Extended Function Manual, 09/2011[6] SINUMERIK 840D sl Special Function Manual, 09/2011[7] SINUMERIK 840D sl/828D Fundamentals Programming Manual, 09/2011[8] SINUMERIK 840D sl/828D Job Planning Programming Manual, 09/2011。
3ds max中英文对照表

菜单中英文对照表一、File〈文件〉New-----------------------〈新建〉Reset---------------------〈重置〉Open----------------------〈打开〉Save-----------------------〈保存〉Save As-------------------〈保存为〉Save selected----------〈保存选择〉XRef Objects -----------〈外部引用物体〉XRef Scenes -----------〈外部引用场景〉Merge --------------------〈合并〉Merge Animation--------〈合并动画动作〉Replace------------------〈替换〉Import---------------------〈输入〉Export---------------------〈输出〉Export Selected----------〈选择输出〉Archive--------------------〈存档〉Summary Info-----------〈摘要信息〉File Properties----------〈文件属性〉View Image File--------〈显示图像文件〉History--------------------〈历史〉Exit----------------------〈退出〉二、Edit〈菜单〉Undo or Redo----------〈取消/重做〉Hold and fetch---------〈保留/引用〉Delete----------------〈删除〉Clone--------------------〈克隆〉Select All-----------------〈全部选择〉Select None-------------〈空出选择〉Select Invert-------------〈反向选择〉Select By-----------------〈参考选择〉Color--------------------〈颜色选择〉Name---------------------〈名字选择〉Rectangular Region-----〈矩形选择〉Circular Region--------〈圆形选择〉Fabce Region----------〈连点选择〉Lasso Region----------〈套索选择〉Region:-------------------〈区域选择〉Window-----------------〈包含〉Crossing-----------------〈相交〉Named Selection Sets〈命名选择集〉Object Properties--------〈物体属性〉三、Tools〈工具〉Transform Type-In------〈键盘输入变换〉Display Floater-----------〈视窗显示浮动对话框〉Selection Floater--------〈选择器浮动对话框〉Light Lister----------------〈灯光列表〉Mirror-----------------------〈镜像物体〉Array------------------------〈阵列〉Align-----------------------〈对齐〉Snapshot------------------〈快照〉Spacing Tool-------------〈间距分布工具〉Normal Align-------------〈法线对齐〉Align Camera------------〈相机对齐〉Align to View--------------〈视窗对齐〉Place Highlight-----------〈放置高光〉Isolate Selection---------〈隔离选择〉Rename Objects----------〈物体更名〉四、Group〈群组〉Group-----------------------〈群组〉Ungroup-------------------〈撤消群组〉Open-----------------------〈开放组〉Close-----------------------〈关闭组〉Attach-----------------------〈配属〉Detach---------------------〈分离〉Explode--------------------〈分散组〉五、Views〈查看〉Undo View Change/Redo View change〈取消/重做视窗变化〉Save Active View/Restore Active View〈保存/还原当前视窗〉Viewport Configuration--------------〈视窗配置〉Grids----------------------------------〈栅格〉Show Home Grid------------------〈显示栅格命令〉Activate Home Grid---------------〈活跃原始栅格命令〉Activate Grid Object---------------〈活跃栅格物体命令〉Activate Grid to View--------------〈栅格及视窗对齐命令〉Viewport Background------------〈视窗背景〉Update Background Image-----〈更新背景〉Reset Background Transform〈重置背景变换〉Show Transform Gizmo---------〈显示变换坐标系〉Show Ghosting--------------------〈显示重橡〉Show Key Times------------------〈显示时间键〉Shade Selected-------------------〈选择亮显〉Show Dependencies------------〈显示关联物体〉Match Camera to View----------〈相机与视窗匹配〉Add Default Lights To Scene-〈增加场景缺省灯光〉Redraw All Views----------------〈重画所有视窗〉Activate All Maps------------------〈显示所有贴图〉Deactivate All Maps--------------〈关闭显示所有贴图〉Update During Spinner Drag --〈微调时实时显示〉Adaptive Degradation Toggle---〈绑定适应消隐〉Expert Mode----------------------〈专家模式〉六、Create〈创建〉Standard Primitives--------------〈标准图元〉Box------------------------------------〈立方体〉Cone---------------------------------〈圆锥体〉Sphere-------------------------------〈球体〉GeoSphere-------------------------〈三角面片球体〉Cylinder-----------------------------〈圆柱体〉Tube---------------------------------〈管状体〉Torus--------------------------------〈圆环体〉Pyramid-----------------------------〈角锥体〉Plane--------------------------------〈平面〉Teapot-------------------------------〈茶壶〉Extended Primitives-------------〈扩展图元〉Hedra--------------------------------〈多面体〉Torus Knot-------------------------〈环面纽结体〉Chamfer Box----------------------〈斜切立方体〉Chamfer Cylinder----------------〈斜切圆柱体〉Oil Tank----------------------------〈桶状体〉Capsule----------------------------〈角囊体〉Spindle-----------------------------〈纺锤体〉L-Extrusion------------------------〈L形体按钮〉Gengon-----------------------------〈导角棱柱〉C-Extrusion-----------------------〈C形体按钮〉RingWave-------------------------〈环状波〉Hose--------------------------------〈软管体〉Prism-------------------------------〈三棱柱〉Shapes----------------------------〈形状〉Line---------------------------------〈线条〉Text----------------------------------〈文字〉Arc-----------------------------------〈弧〉Circle-------------------------------〈圆〉Donut-------------------------------〈圆环〉Ellipse------------------------------〈椭圆〉Helix--------------------------------〈螺旋线〉NGon-------------------------------〈多边形〉Rectangle-------------------------〈矩形〉Section-----------------------------〈截面〉Star---------------------------------〈星型〉Lights------------------------------〈灯光〉Target Spotlight-----------------〈目标聚光灯〉Free Spotlight--------------------〈自由聚光灯〉Target Directional Light-------〈目标平行光〉Directional Light----------------〈平行光〉Omni Light-----------------------〈泛光灯〉Skylight----------------------------〈天光〉Target Point Light--------------〈目标指向点光源〉Free Point Light----------------〈自由点光源〉Target Area Light--------------〈指向面光源〉IES Sky---------------------------〈IES天光〉IES Sun--------------------------〈IES阳光〉SuNLIGHT System and Daylight〈太阳光及日光系统〉Camera--------------------------〈相机〉Free Camera-------------------〈自由相机〉Target Camera----------------〈目标相机〉Particles-------------------------〈粒子系统〉Blizzard--------------------------〈暴风雪系统〉PArray----------------------------〈粒子阵列系统〉PCloud---------------------------〈粒子云系统〉Snow------------------------------〈雪花系统〉Spray-----------------------------〈喷溅系统〉Super Spray--------------------〈超级喷射系统〉词汇中英文对照Absolute Mode Transform Type-in绝对坐标方式变换输入Absolute/Relative Snap Toggle Mode绝对/相对捕捉开关模式ACIS Options ACIS选项Activate活动;激活Activate All Maps激活所有贴图Activate Grid激活栅格;激活网格Activate Grid Object激活网格对象;激活网格物体Activate Home Grid激活主栅格;激活主网格ActiveShade实时渲染视图;着色;自动着色ActiveShade(Scanline)着色(扫描线)ActiveShade Floater自动着色面板;交互渲染浮动窗口ActiveShade Viewport自动着色视图Adaptive适配;自动适配;自适应Adaptive Cubic立方适配Adaptive Degradation自动降级Adaptive Degradation Toggle降级显示开关Adaptive Linear线性适配Adaptive Path自适应路径Adaptive Path Steps适配路径步幅;路径步幅自动适配Adaptive Perspective Grid Toggle适配透视网格开关Add as Proxy加为替身Add Cross Section增加交叉选择Adopt the File's Unit Scale采用文件单位尺度Advanced Surface Approx高级表面近似;高级表面精度控制Advanced Surface Approximation高级表面近似;高级表面精度控制Adv. Lighting高级照明Affect Diffuse Toggle影响漫反射开关Affect Neighbors影响相邻Affect Region影响区域Affect Region Modifier影响区域编辑器;影响区域修改器Affect Specular Toggle影响镜面反射开关AI Export输出Adobe Illustrator(*.AI)文件AI Import输入Adobe Illustrator(*.AI)文件Align对齐Align Camera对齐摄像机Align Grid to View对齐网格到视图Align Normals对齐法线Align Orientation对齐方向Align Position对齐位置(相对当前坐标系)Align Selection对齐选择Align to Cursor对齐到指针Allow Dual Plane Support允许双面支持All Class ID全部类别All Commands所有命令All Edge Midpoints全部边界中点;所有边界中心All Face Centers全部三角面中心;所有面中心All Faces所有面All Keys全部关键帧All Tangents全部切线All Transform Keys全部变换关键帧Along Edges沿边缘Along V ertex Normals沿顶点法线Along Visible Edges沿可见的边Alphabetical按字母顺序Always总是Ambient阴影色;环境反射光Ambient Only只是环境光;阴影区Ambient Only Toggle只是环境光标记American Elm美国榆树Amount数量Amplitude振幅;幅度Analyze World分析世界Anchor锚Angle角度;角度值Angle Snap Toggle角度捕捉开关Animate动画Animated动画Animated Camera/Light Settings摄像机/灯光动画设置Animated Mesh动画网格Animated Object动画物体Animated Objects运动物体;动画物体;动画对象Animated Tracks动画轨迹Animated Tracks Only仅动画轨迹Animation动画Animation Mode Toggle动画模式开关Animation Offset动画偏移Animation Offset Keying动画偏移关键帧Animation Tools动画工具Appearance Preferences外观选项Apply Atmospherics指定大气Apply-Ease Curve指定减缓曲线Apply Inverse Kinematics指定反向运动Apply Mapping指定贴图坐标Apply-Multiplier Curve指定增强曲线Apply To指定到;应用到如需转载,请注明来自FanE『翻译中国』http;//Apply to All Duplicates指定到全部复本Arc弧;圆弧Arc Rotate弧形旋转;旋转视图;圆形旋转Arc Rotate Selected弧形旋转于所有物体;圆形旋转选择物;选择对象的中心旋转视图Arc Rotate SubObject弧形旋转于次物体;选择次对象的中心旋转视图Arc ShapeArc Subdivision弧细分;圆弧细分Archive文件归档Area区域Array阵列Array Dimensions阵列尺寸;阵列维数Array Transformation阵列变换ASCII Export输出ASCII文件Aspect Ratio纵横比Asset Browser资源浏览器Assign指定Assign Controller分配控制器Assign Float Controller分配浮动控制器Assign Position Controller赋予控制器Assign Random Colors随机指定颜色Assigned Controllers指定控制器At All Vertices在所有的顶点上At Distinct Points在特殊的点上At Face Centers 在面的中心At Point在点上Atmosphere氛围;大气层;大气,空气;环境Atmospheres氛围Attach连接;结合;附加Attach Modifier结合修改器Attach Multiple多项结合控制;多重连接Attach To连接到Attach To RigidBody Modifier连接到刚性体编辑器Attachment连接;附件Attachment Constraint连接约束Attenuation衰减AudioClip音频剪切板AudioFloat浮动音频Audio Position Controller音频位置控制器AudioPosition音频位置Audio Rotation Controller音频旋转控制器AudioRotation音频旋转Audio Scale Controller音频缩放控制器AudioScale音频缩放;声音缩放Auto自动Auto Align Curve Starts自动对齐曲线起始节点Auto Arrange自动排列Auto Arrange Graph Nodes自动排列节点Auto Expand自动扩展Auto Expand Base Objects自动扩展基本物体Auto Expand Children自动扩展子级Auto Expand Materials自动扩展材质Auto Expand Modifiers自动扩展修改器Auto Expand Selected Only自动扩展仅选择的Auto Expand Transforms自动扩展变换Auto Expand XYZ Components自动扩展坐标组成Auto Key自动关键帧Auto-Rename Merged Material自动重命名合并材质Auto Scroll自动滚屏Auto Select自动选择Auto Select Animated自动选择动画Auto Select Position自动选择位置Auto Select Rotation自动选择旋转Auto Select Scale自动选择缩放Auto Select XYZ Components自动选择坐标组成Auto-Smooth自动光滑AutoGrid自动网格;自动栅格AutoKey Mode Toggle自动关键帧模式开关Automatic自动Automatic Coarseness自动粗糙Automatic Intensity Calculation自动亮度计算Automatic Reinitialization自动重新载入Automatic Reparam.自动重新参数化Automatic Reparamerization自动重新参数化Automatic Update自动更新Axis轴;轴向;坐标轴Axis Constraints轴向约束Axis Scaling轴向比率Back后视图Back Length后面长度Back Segs后面片段数Back View背视图Back Width后面宽度Backface Cull背面忽略显示;背面除去;背景拣出Backface Cull Toggle背景拣出开关Background背景Background Display Toggle背景显示开关Background Image背景图像Background Lock Toggle背景锁定开关Background Texture Size背景纹理尺寸;背景纹理大小Backgrounds背景Backside ID内表面材质号Backup Time One Unit每单位备份时间Banking倾斜Banyan榕树Banyan tree榕树Base基本;基部;基点;基本色;基色Base/Apex基点/顶点Base Color基准颜色;基本颜色Base Colors基准颜色Base Curve基本曲线Base Elev基准海拔;基本海拔Base Objects导入基于对象的参数,例如半径、高度和线段的数目;基本物体Base Scale基本比率Base Surface基本表面;基础表面Base To Pivot中心点在底部Bevel Profile轮廓倒角Bevel Profile Modifier轮廓倒角编辑器;轮廓倒角修改器Bezier贝塞尔曲线Bezier Color贝塞尔颜色Bezier-Corner拐角贝兹点Bezier Float贝塞尔浮动Bezier Lines贝塞尔曲线Bezier or Euler Controller贝塞尔或离合控制器Bezier Position贝塞尔位置Bezier Position Controller贝塞尔位置控制器Bezier Scale贝塞尔比例;贝兹缩放Bezier Scale Controller贝塞尔缩放控制器Bezier-Smooth光滑贝兹点Billboard广告牌Biped步迹;两足Birth诞生;生产Birth Rate再生速度Blast爆炸Blend混合;混合材质;混合度;融合;颜色混合;调配Blend Curve融合曲线Blend Surface融合曲面Blend to Color Above融合到颜色上层;与上面的颜色混合Blizzard暴风雪Blizzard Particle System暴风雪粒子系统Blowup渲染指定区域(必须保持当前视图的长宽比);区域放大Blue Spruce蓝色云杉Blur模糊Body主体;身体;壶身Body Horizontal身体水平Body Rotation身体旋转Body Vertical身体垂直Bomb爆炸Bomb Space Warp爆炸空间变形Bone骨骼Bone Object骨骼物体;骨骼对象Bone Objects骨骼物体;骨骼对象Bone Options骨骼选项Bone Tools骨骼工具Bones骨骼Bones/Biped骨骼/步迹Bones IK Chain骨骼IK链Bones Objects骨骼物体Boolean布尔运算Boolean Compound Object布尔合成物体Boolean Controller布尔运算控制器Both二者;全部Bottom底;底部;底部绑定物;底视图Bottom View底视图Bounce弹力;反弹;反弹力Bound to Object Pivots绑定到物体轴心Bounding Box边界盒Box方体Box Emitter立方体发射器Box Gizmo方体线框Box Gizmo(Atmospheres)方体线框(氛围)Box Mode Selected被选择的物体模式Box Mode Selected Toggle被选择的物体模式开关Box Selected按选择对象的边界盒渲染;物体长宽比BoxGizmo立方体框;方体线框Break Both行列打断Break Col列打断Break Row行打断Bridge过渡Bright亮度Brightness亮度Bring Selection In加入选择;加入选择集Bubble膨胀;改变截面曲线的形状;气泡;浮起Bubble Motion泡沫运动;气泡运动Bubbles气泡;泡沫;改变截面曲线的形状;膨胀Build Only At Render Time仅在渲染时建立By Material Within Layer按层中的材质Back后视图Back Length后面长度Back Segs后面片段数Back View背视图Back Width后面宽度Backface Cull背面忽略显示;背面除去;背景拣出Backface Cull Toggle背景拣出开关Background背景Background Display Toggle背景显示开关Background Image背景图像Background Lock Toggle背景锁定开关Background Texture Size背景纹理尺寸;背景纹理大小Backgrounds背景Backside ID内表面材质号Backup Time One Unit每单位备份时间Banking倾斜Banyan榕树Banyan tree榕树Base基本;基部;基点;基本色;基色Base/Apex基点/顶点Base Color基准颜色;基本颜色Base Colors基准颜色Base Curve基本曲线Base Elev基准海拔;基本海拔Base Objects导入基于对象的参数,例如半径、高度和线段的数目;基本物体Base Scale基本比率Base Surface基本表面;基础表面Base To Pivot中心点在底部Bevel Profile轮廓倒角Bevel Profile Modifier轮廓倒角编辑器;轮廓倒角修改器Bezier贝塞尔曲线Bezier Color贝塞尔颜色Bezier-Corner拐角贝兹点Bezier Float贝塞尔浮动Bezier Lines贝塞尔曲线Bezier or Euler Controller贝塞尔或离合控制器Bezier Position贝塞尔位置Bezier Position Controller贝塞尔位置控制器Bezier Scale贝塞尔比例;贝兹缩放Bezier Scale Controller贝塞尔缩放控制器Bezier-Smooth光滑贝兹点Billboard广告牌Biped步迹;两足Birth诞生;生产Birth Rate再生速度Blast爆炸Blend混合;混合材质;混合度;融合;颜色混合;调配Blend Curve融合曲线Blend Surface融合曲面Blend to Color Above融合到颜色上层;与上面的颜色混合Blizzard暴风雪Blizzard Particle System暴风雪粒子系统Blowup渲染指定区域(必须保持当前视图的长宽比);区域放大Blue Spruce蓝色云杉Blur模糊Body主体;身体;壶身Body Horizontal身体水平Body Rotation身体旋转Body Vertical身体垂直Bomb爆炸Bomb Space Warp爆炸空间变形Bone骨骼Bone Object骨骼物体;骨骼对象Bone Objects骨骼物体;骨骼对象Bone Options骨骼选项Bone Tools骨骼工具Bones骨骼Bones/Biped骨骼/步迹Bones IK Chain骨骼IK链Bones Objects骨骼物体Boolean布尔运算Boolean Compound Object布尔合成物体Boolean Controller布尔运算控制器Both二者;全部Bottom底;底部;底部绑定物;底视图Bottom View底视图Bounce弹力;反弹;反弹力Bound to Object Pivots绑定到物体轴心Bounding Box边界盒Box方体Box Emitter立方体发射器Box Gizmo方体线框Box Gizmo(Atmospheres)方体线框(氛围)Box Mode Selected被选择的物体模式Box Mode Selected Toggle被选择的物体模式开关Box Selected按选择对象的边界盒渲染;物体长宽比BoxGizmo立方体框;方体线框Break Both行列打断Break Col列打断Break Row行打断Bridge过渡Bright亮度Brightness亮度Bring Selection In加入选择;加入选择集Bubble膨胀;改变截面曲线的形状;气泡;浮起Bubble Motion泡沫运动;气泡运动Bubbles气泡;泡沫;改变截面曲线的形状;膨胀Build Only At Render Time仅在渲染时建立By Material Within Layer按层中的材质Calc Intervals Per Frame计算间隔帧;计算每帧间隔Camera摄像机视图;镜头点;摄像机;相Camera Point摄像机配合点Camera Point Object摄像机配合点物体CamPoint相机配合点Cancel Align取消对齐Cap封盖;封顶;盖子Cap Closed Entities封闭实体Cap End封底Cap Height顶面高度;顶盖高度Cap Holes封闭孔洞Cap Holes ModifierCap Segments端面片段数Cap Start始端加盖;封闭起端Cap Surface封盖曲面Capping顶盖Capsule囊体;胶囊;胶囊体Capsule Object胶囊体;囊体Case Sensitive区分大小写Cast Shadows投射阴影Center Point Cycle中心点循环Center&Sides中心和边Centered,Specify Spacing居中,指定间距Centimeters厘米C-Ext C型物体;C型延伸体;C型墙C-Extrusion Object C型物体;C型延伸体;C型墙Chamfer倒角;切角Chamfer Curve曲线倒角;切角曲线Chamfer Cylinder倒角圆柱体Chamfer Cylinder Object倒角圆柱体Chamfer Edge倒角边缘Chamfer Vertex倒角顶点ChamferBox倒角长方体;倒角方体;倒角立方体ChamferBox Object倒角长方体;倒角方体;倒角立方体ChamferCyl倒角圆柱体;倒角柱体Change改变Change Graphics Mode改变图形模式Change Leg StateChange Light Color改变灯光颜色Change to Back Viewport改变到后视图Change to Bottom Viewport改变到底视图Change to Camera Viewport改变到摄像机视图Change to Front View改变到前视图Change to Grid View改变到栅格视图Change to Isometric User View改变到用户轴测视图Change to Left View改变到左视图Change to Perspective User View改变到用户透视视图Change to Right View改变到右视图Change to Shape Viewport改变到二维视图Change to Spot/Directional Light View改变到目标聚光灯/平行光视图Change to Top View改变到顶视图Change to Track View改变到轨迹视图Channel通道Chaos混乱;混乱度Character角色Character Structures角色结构Child孩子Children子级Chop切除;切劈Chord Length弦长;弦长度Circle圆;圆形;圆形区域Circle Shape圆形Circular Region圆形区域Circular Selection Region圆形选择区域Clear清除Clear All清除全部;清除所有的捕捉设置Clear All Smoothing Groups清除全部光滑组Clear Selection清除选择Clear Set Key Mode BufferClear Surface Level清除表面级Click and drag to begin creation process单击并拖动,开始创作Clone复制;克隆Clone Method克隆方式;复制方法Close Cols.闭合列Close Loft闭合放样Close Rows闭合行Cloth布;布料Cloth Collection采集布料Cloth Modifier布料编辑器;布料修改器Cloud云Col列Collapse坍塌;塌陷Collapse All全部坍塌;全部折叠Collapse Controller坍塌控制器Collapse Stack坍塌堆栈Collapse To坍塌到;折叠到Color颜色Color by Elevation根据海拔指定颜色;以标高分色Color RGB颜色RGBColor Zone色带Combine合并;联合Combos复合;过滤器组合Combustion燃烧;合并Comet彗星Command Panel命令面板Common Hose Parameters软管共同参数Compare比较Compass指南针;指针Compass Object指针物体Completely replace current scene完全替换当前场景Component组成Composite合成;复合材质;合成贴图;复合Compound Object合成物体Compound Objects合成物体Cone锥体Cone Angle锥体角度Cone Object锥体Configure设置;配置Configure Driver设置驱动Configure OpenGL配置OpenGL显示驱动Configure Paths设置路径Conform包裹Conform Compound Object包裹合成物体Conform Space Warp包裹空间扭曲Connect连接Connect Compound Object连接包裹合成物体Connect Edge连接边界Connect Vertex连接顶点Constant晶体;定常;连续的;连续性;恒定;常量;圆片Constant Cross-Section截面恒定Constant Key Reduction Filtering减少过滤时关键帧不变Constant Velocity匀速Constrain to X约束到X轴Constrain to XY约束到XY轴Constrain to Y约束到Y轴Constrain to Z约束到Z轴Constrained Motion约束运动Constraint约束Constraints约束Context前后关系;关联菜单Contour轮廓Contours轮廓Contrast对比度Controller控制器;选择用于控制链接对象的关联复制类型Controller Defaults默认控制器Controller Defaults Dialog默认控制器对话框Controller Output控制器输出Controller Properties控制器属性Controller Range控制器范围Controller Range Editor控制器范围编辑器Controller Types控制器类型Controllers控制器Convert blocks to groups转化块为群组Convert Curve转换曲线Convert Curve On Surface在曲面上转换曲线Convert Groups To转化群组到Convert Instances to Blocks转化关联属性为块Convert Selected转换选择;转换当前选择Convert Surface转换曲面Convert To转换到Convert to Edge转换到边Convert to Editable Mesh转换到可编辑网格Convert to Editable Patch转换到可编辑面片Convert to Editable Polygon转换到可编辑多边形Convert to Editable Spline转换到可编辑曲线Convert to Face转换到面Convert to NURBS Surface转换到NURBS曲面Convert To Patch Modifier转换到面片修改器Convert to single objects转化到单一物体Convert to Toolbar转化到工具行;转换为工具条Convert to Vertex转换到顶点Convert units转换单位Cookie Cutter切割;饼切Copies复制数目Copy复制Copy Envelope复制封皮Copy Normal复制法线Corner拐角点Count数量Crawl Time爬行时间;蠕动时间;变动时间Create a Character创建角色Create a Key for all Transforms为所有变换创建关键帧Create a Multicurve Trimmed Surface创建多重修剪表面;创建多重修剪曲面Create a Multisided Blend Surface创建多边的融合表面;创建多边的融合曲面Create a Position Key创建位置关键帧Create a Position Key on X创建X轴位置关键帧Create a Position Key on Y创建Y轴位置关键帧Create a Position Key on Z创建Z轴位置关键帧Create a Rotation Key创建旋转关键帧Create a Rotation Key on X创建X轴的旋转关键帧Create a Rotation Key on Y创建Y轴的旋转关键帧Create a Rotation Key on Z创建Z轴的旋转关键帧Create a Scale Key创建放缩关键帧Create a Scale Key on X创建X轴的放缩关键帧Create a Scale Key on Y创建Y轴的放缩关键帧Create a Scale Key on Z创建Z轴的放缩关键帧Create Blend Curve创建融合曲线Create Blend Surface创建融合表面;创建融合曲面Create Bones System创建骨骼系统Create Cap Surface创建加顶表面;创建加顶曲面Create Chamfer Curve创建倒直角曲线Create Combination创建组合Create Command Mode创建命令模式Create Curves创建曲线Create Curve-Curve创建曲线-曲线Create Curve Point创建曲线点Create CV Curve创建可控曲线;创建控制点曲线Create CV Curve on Surface创建表面CV曲线;创建表面可控曲线Create CV Surface创建CV表面;创建可控曲面Create Defaults创建默认;创建默认值Create Edge创建边Create Explicit Key Position X创建X轴的位置直接关键帧Create Explicit Key Position Y创建Y轴的位置直接关键帧Create Explicit Key Position Z创建Z轴的位置直接关键帧Create Explicit Key Rotation X创建X轴的旋转直接关键帧Create Explicit Key Rotation Y创建Y轴的旋转直接关键帧Create Explicit Key Rotation Z创建Z轴的旋转直接关键帧Create Explicit Key Scale X创建X轴的放缩直接关键帧Create Explicit Key Scale Y创建Y轴的放缩直接关键帧Create Explicit Key Scale Z创建Z轴的放缩直接关键帧Create Exposure Control创建曝光控制Create Extrude Surface创建拉伸表面;创建拉伸曲面Create Faces(Mesh)创建面数(网格)Create Fillet Surface创建倒圆角表面;创建倒圆角曲面Create Fit Curve创建拟合曲线Create Key创建关键帧Create Lathe Surface创建旋转表面;创建旋转曲面Create Line创建线Create Mirror Curve创建镜像曲线Create Mirror Surface创建镜像表面;创建镜像曲面Create Mode创建方式Create Morph Key创建变形关键帧Create New Set创建新集合Create Normal Projected Curve创建法线投影曲线Create Offset Curve创建偏移曲线Create Offset Point创建偏移点Create Offset Surface创建偏移表面;创建偏移曲面Create Out of Range Keys创建范围外帧Create Parameters创建参数Create Point创建轴点Create Points创建点Create Point Curve创建点曲线Create Point Curve on Surface创建表面点曲线Create Point Surface创建点表面;创建点曲面Create Polygon创建多边形Create Polygons创建多边形Create Position Lock Key创建位置锁定时间Create Primitives创建几何体Create Rotation Lock Key创建旋转锁定时间Create Ruled Surface创建规则表面;创建规则曲面Create Shape创建截面Create Shape from Edges由边创建图形Create Surfaces创建曲面Create Surface-Curve Point创建表面-曲线点Create Surface Edge Curve创建表面边界曲线Create Surface Offset Curve创建表面偏移曲线Create Surface-Surface Intersection Curve创建表面与表面的相交曲线Create Surf Point创建面点Create Transform Curve创建变形曲线Create Transform Surface创建变换表面;创建变换曲面Create U Iso Curve创建U Iso曲线Create U Loft Surface创建U放样表面;创建U放样曲面Create UV Loft Surface创建UV放样表面;创建UV放样曲面Create Vertex创建顶点Create Vertices创建顶点数Create Vector Projected Curve创建矢量投影曲线Create 1-Rail Sweep创建1-围栏Create 2-Rail Sweep创建2-围栏Creation Method创建方式Creation Time创建时间Crop切割区域;渲染指定的区域,图像大小为指定区域的大小Crop Selected切割选择;按选择对象的边界盒定义的区域渲染,图像大小为指定区域的大小Cross相交Cross Section交叉断面;截面;相交截面;截面参数Crossing横跨Crossing Selection横跨选择CrossSection交差截面;截面CrossSection Modifier交差截面修改器Crowd群体;群集Cube正方体;立方体Cube/Octa立方体/八面体Cubic立方Current当前;当前的Current Class ID Filter当前过滤类别Current Combinations当前组合Current Nodes当前节点Current Object当前物体Current Objects当前物体Current Targets当前目标Current Time当前时间Current Transform当前变换Curvature曲率Curve曲率;曲线;当前Curve Approximation曲线精度控制;曲线近似;曲线逼近Curve Common普通曲线Curve-Curve曲线对曲线Curve-Curve Intersection Point曲线对曲线求交点Curve Editor动画曲线编辑器;运动曲线编辑器Curve Editor(Open)运动曲线编辑器(打开)Curve Fit曲线适配Curve Point曲线点;曲线对点Curve Properties曲线属性Curves曲线Curves Selected被选择的曲线Custom自定义Custom Attributes自定义属性;定制属性Custom Bounding Box自定义绑定物体;自定义边界盒Custom Colors定制颜色Custom Icons自定义图标Customize自定义Customize Toolbars自定义工具条Customize User Interface自定义用户界面Cut剪切Cut Edge剪切边Cut Faces剪切面数Cut Polygons剪切多边形CV Curve可控曲线CV Curve on Surface曲面上创建可控曲线;曲面上的可控曲线CV on Surf曲面CVCV Surf可控曲面CV Surface可控曲面CV Surface Object可控曲面物体CVs Selected被选择的可控节点Cycle循环Cycle Selection Method循环选择方法Cycle Subobject Level循环子物体级别Cycle Through Scale Modes通过放缩方式循环Cycle Vertices循环节点Cycles周期;圈;圈数Cyclic Growth循环增长;循环生长;周期增长CylGizmo柱体线框;柱体框Cylinder圆柱体Cylinder Emitter柱体发射器Cylinder Gizmo柱体线框Cylinder Object圆柱体Damper Dynamics Objects阻尼器动力学物体Dashpot SystemDay日Daylight日光Deactivate All Maps关闭全部贴图;取消激活所有视图Decay衰减Decimals位数Default缺省;缺省值;默认;默认值Default Lighting Toggle默认照明开关Default Projection Distance默认的投影距离Default Viewport QuadDefine定义Define Stroke定义笔触Deflector导向板Deflector Space Warp导向板空间变形Deflectors导向板Deform变形Deformation变形Deformations变形Deforming Mesh CollectionDeg度Degradation退化,降[减]低,减少,降格[级],老[软]化degree角度;度数degrees度;角度Delaunay德劳内类型Delegate代表Delete删除Delete a Position Key on X在X轴删除位置关键帧Delete a Position Key on Y在Y轴删除位置关键帧Delete a Position Key on Z在Z轴删除位置关键帧Delete a Rotation Key on X在X轴删除旋转关键帧Delete a Rotation Key on Y在Y轴删除旋转关键帧Delete a Rotation Key on Z在Z轴删除旋转关键帧Delete a Scale Key on X在X轴删除放缩关键帧Delete a Scale Key on Y在Y轴删除放缩关键帧Delete a Scale Key on Z在Z轴删除放缩关键帧Delete All全部删除Delete All Position Keys删除全部位置关键帧Delete All Rotation Keys删除全部旋转关键帧Delete All Scale Keys删除全部放缩关键帧Delete Both删除行列Delete Button删除按钮Delete Col.删除列Delete Curve删除曲线Delete Key删除关键帧Delete Mesh Modifier删除网格修改器Delete Morph Target删除变形目标Delete Objects删除物体Delete Old删除旧材质;删除当前场景中的对象,合并新来的对象Delete Operand删除操作物体;删除操作对象Delete Original Loft Curves删除原放样曲线Delete Patch删除面片Delete Patch Edge删除面片边界Delete Patch Element删除面片元素Delete Patch Modifier删除面片修改器Delete Patch Vertex删除面片节点Delete Row删除行Delete Schematic View删除图解视图Delete Segment删除线段Delete Shape删除图形Delete Spline删除曲线Delete Spline Modifier删除曲线修改器Delete Tab删除面板Delete Tag删除标记Delete the Pop-up NoteDelete Toolbar删除工具条Delete Track View删除轨迹视图Delete Vertex删除节点Delete Zone删除区域;删除色带Dens密度Density密度;强度;浓度DependenciesDependent Curves从属曲线Dependent Points从属点Dependent Surfaces从属曲面Dependents从属格线;关联Depth深度Depth of Field视野;景深Depth Segs深度片段数Derive From Layers来自层Derive From Materials来自材质Derive From Material Within Layer来自层中的材质Derive Layers By导入层依据Derive Objects By导入物体方式;导入物体依据Derive Objects From导入物体依据Destination目的;显示出在当前场景中被选择对象的名字;目标位置Destination Time目标时间Destory CharacterDetach分离;从对象组中分离对象Detach Element分离元素Detach Segment分离线段Detach Spline分离曲线Details细节Deviation背离;偏差Dialog对话框Diameter直径Die After Collision碰撞后消亡Diffuse漫反射;漫反射光;表面色;过渡区Diffuse(reflective&translucent)过渡色(反射与半透明)Direction方向Direction Chaos方向混乱Direction of Travel/Mblur运动方向/运动模糊Direction Vector矢量方向;方向向量Directional方向;方向型Directional Light平行光Disable无效Disable Scene Redraw ToggleDisable View显示失效;视图无效Disable Viewport非活动视图Disable Viewport Toggle视图切换失效DisassembleDisassemble ObjectsDiscard New Operand Material丢弃新材质Discard Original Material丢弃原材质Disintigrate裂解Disp Approx位移近似Disp Approx Modifier位移近似修改器Displace置换;位移;位移编辑修改器Displace Modifier位移修改器Displace Space Warp位移转换空间变形Displaced Surface贴图置换表面;置换贴图表面;位移表面;位移曲面Display显示;当Display处于打开时,在绘图时会出现捕捉导线。
NSX 车手册说明书

General PrecautionsYour NSX is designed to give you optimum handling and performance on well-maintained roads. As part of this design, your car has a minimum of ground clearance and very low-profile tires.Use caution if you should drive your car on very rough or rutted roads. You could damage the suspension and underbody by bottoming out. Going too fast over parking lot "speed bumps" can also cause damage.Curbs and steep inclines could damage the front and rear bump-ers. Low curbs that do not affect the average sedan may be high enough to hit the bumper on your NSX. The front or rear bumper may scrape when trying to drive onto an incline, such as a steep driveway or trailer ramps.Because of the low-profile tires fitted to your car, the alloy wheels are closer to the ground. Driving over a pothole or road debris at too high a speed can seriously damage a wheel. Slow down under these conditions.Before DrivingBreak-In Period, GasolineBreak-In PeriodHelp assure your car's future reliabil-ity and performance by paying extra attention to how you drive during the first 1000 km (600 miles). During thisperiod:Avoid full-throttle starts and rapid acceleration. Do not exceed 5,500RPM for the first 1000 km (600miles) of operation.If you need to add oil, use the engine oil recommended in this owner's manual (see page 128).Avoid hard braking. New brakes need to be broken-in by moderate use for the first 300 km (200 miles).You should follow these same recommendations with an over-hauled or exchanged engine, or when the brakes are relined.GasolineYour NSX is designed to operate most effectively on premium un-leaded gasoline with a pump octane number of 91 or higher. If you are unable to find premium unleaded gasoline, an unleaded regular may be substituted. The engine will compen-sate for the lower octane, but you may notice a decrease in power as a result.Using gasoline containing lead will damage your car's emission controls.This contributes to air pollution and can void certain parts of your warranty.Oxygenated FuelsSome conventional gasolines are being blended with alcohol or an ether compound to increase the gasoline's octane. These gasolines are collectively referred to as oxygen-ated fuels. Some areas of the United States and Canada use oxygenated fuels to help meet clean air stan-dards.If you use an oxygenated fuel, be sure it meets the minimum octane rating requirement as recommended.Gasoline blended with ethanol issometimes marketed as gasohol. You can use gasohol in your car if it cantains no more than 10 % ethanal by volume.CONTINUEDBefore DrivingGasolineMETHANOL (methyl or wood alcohol) — Gasoline containing methanol must contain cosolvents and corrosion inhibitors to protect the fuel system. Gasoline containing more than 5% methanol by volume may cause starting and/or perform-ance problems and may damage metal, rubber and plastic parts of your fuel system.MTBE (Methyl Tertiary Butyl Ether)— You may use gasoline containing up to 15% MTBE by volume.Before using an oxygenated fuel, try to confirm the fuel's contents.Some states and provinces require this information to be posted on the pump. If you notice any undesirable operating symptoms, switch to a conventional unleaded gasoline.Fuel system damage or performance problems resulting from the use of an oxygenated fuel are not the responsi-bility of Acura and are not covered under warranty.Oxygenated fuels can damage paint and plastic. Be careful not to spill fuel when filling your fuel tank.Damage caused by spilled fuel is not covered under warranty.Driving In Foreign CountriesUsing any type of leaded gasoline in your NSX will affect performance and damage its emission controls and engine. Unleaded gasoline may not be available in other countries. If you are planning to take your car outside the U.S. or Canada, telephone the Acura Customer Relations Office at (800) 382-2238.If you prefer, write to the Customer Relations Office at the address on page 219.Before DrivingNOTICE。
在NSX上集成第三方高级安全服务

在NSX上集成第三方高级安全服务一、为什么要集成第三方服务?(1)利用现有网络资源,延续用户使用习惯。
企业的网络环境中经常会存在不同的安全交付厂商的设备或服务,并且已经有了使用习惯和良好的体验。
这时候VMware NSX就需要能够很好的去集成第三方服务,以便于充分利用现有网络资源且延续用户使用习惯。
(2)借助第三方高级安全服务,加强数据中心安全。
NSX网络虚拟化平台在虚拟网络之中只提供了二到四层的防火墙功能。
但是在一些环境中,应用需要更高级别的网络安全策略来保护。
在这种情况下,用户可以利用NSX平台,在其上集成第三方安全厂商的五到七层安全服务,提供更全面更充分的基于应用的解决方案。
二、NetX架构要使用第三方的服务,需要想办法将网络流量重定向给这些服务,同时又要尽量不影响网络性能。
作为一个hypervisor-integrated软件平台,NSX充分利用了hypervisor的集成能力,直接在hypervisor上集成第三方的安全服务。
NSX 采用NetX(Network Extensibility)框架,通过一个或多个服务虚拟机(SVM)来指定特定流量的重定向。
这些SVM不通过典型的网络堆栈接收网络流量,他们直接通过虚拟机hypersivor的消息传递通道进行消息传递。
可以在NSX Service Composer中以策略驱动的方式定义哪些流量被重定向到第三方服务。
用户使用NSX Manager创建服务配置文件,NSX Manager会将服务实例、服务配置文件和服务配置文件规则发送给VSFWD(RabbitMQ客户端,与NSX Manager通信)。
VSFWD进程将配置VSIP内核模块。
具体如下图所示:图1 NetX架构三、与第三方集成的方案NSX将第三方网络安全服务集成在虚拟网络中,通过逻辑的通道发布至vNIC接口(具体见NetX架构图示),使得在vNIC后端的应用可以使用这些服务。
这种形式的服务集成称为“嵌入、链接与导向”。
Simrad宁曼NSX TM安装手册说明书

安装手册序言⚠警告:使用本产品前,请查阅《操作员手册》中的重要安全信息,并查看所有警告、限制和免责声明。
免责声明本产品不能替代适当的培训和谨慎的船舶驾驶技术。
用户必须按照不会导致事故、人身伤害或财产损失的方式安装和使用本设备,并且用户将承担与此相关的全部责任。
本产品用户有责任遵守海洋安全的实际操作方法。
本指南中的导航功能不能替代适当的培训和谨慎的船舶驾驶技术。
它们不能替代船舶驾驶员,也不应作为导航的唯一或主要来源加以依赖。
操作员有责任使用多种导航方法来确保系统建议的路线是安全的。
NAVICO HOLDING AS 及其子公司、分支机构和附属公司对因产品使用不当而造成事故、伤害或导致违法的情况概不负责。
本手册介绍了在印刷本手册时适用于该产品的信息。
Navico Holding AS 及其子公司、分支机构和附属公司保留对产品和/或规格随时进行更改的权利,恕不另行通知。
如果您需要进一步帮助,请联系距离您最近的经销商。
准据语言本声明、任何说明手册、用户指南及其他产品(文档)相关信息都可能译成或译自其他语言(译文)。
如果文档译文之间存在任何不一致,请以英文版文档作为官方文档。
版权版权所有 © 2021 Navico Holding AS。
商标® 美国专利商标局注册商标和 ™ 普通法商标。
访问 /intellectual-property 查看 Navico Holding AS 和其它实体的全球商标权和认证。
• Navico® 是 Navico Holding AS 的商标。
• Simrad® 是 Kongsberg Maritime AS 的商标,使用权属于 Navico Holding AS。
• NSX™ 是 Navico Holding AS 的商标。
• Bluetooth® 是 Bluetooth SIG, Inc 的商标。
• Wi-Fi® 是 Wi-Fi Alliance 的商标。
汽车车架双语翻译

关于汽车车架的中英文对照文章中文:虽然可以采用共用平台策略,但所谓的“共用平台”能共用的只是悬架、传动系统等底盘部件,承载式的车架由于必须与车身形状吻合,对于不同的车身造型是不能共用车架的。
于是钢管式(又称“框条式”)车架便应运而生。
顾名思义,钢管式车架就是用很多钢管焊接成一个框架,再将零部件装在这个框架上。
它的生产工艺简单,很适合小规模的工作坊作业,50-70年代英国有很多小规模的车厂生产各式各样的汽车,都是用自行开发制造的钢管车架,是钢管车架的全盛时期。
时至今日仍采用钢管车架的都是一些产量较少的跑车厂,如LAMBORGHINI和TVR,原因是可以省去冲压设备的巨大投资。
由于对钢管车车架进行局部加强十分容易(只须加焊钢管),在质量相等的情况下,往往可以得到比承载式车架更强的刚度,这也是很多跑车厂仍乐于用它的原因。
(图F是LAMBORGHINI DIABLO的钢管骨架,装上覆盖件英文:Although the strategy can be used to share platforms, but the so-called "common platform" to be shared only suspension, drivetrain system, and other chassis components, carrying style chassis with the body shape because of the need to coincide, for different body shapes can not be shared chassis. Thus Steel Pipe-style (also known as the "box, type") chassis has been produced. By definition, Steel Pipe-style chassis is a lot of steel welding into a framework that further components installed in this framework. Its simple production processes, it is very suitable for small workshops operate 50-70 years many small-scale British production of a wide range of vehicle depot, is used to manufacture steel chassis development, steel chassis its heyday. Is still used in the steel chassis are fewer racing bike production plant, such as Lamborghini and TVR because of the great side by side, so stamping equipment investment. Owing to the Steel Pipe car chassis is very easy for partial strengthening (to be welded steel), in the case of equal quality, can often be stronger than carrying a chassis rigidity, and this is still a lot of racing bike factory to use it because of the steel frame Lamborghini Diablo, loaded cover pieces中文:在结构上,一体式碳纤维车架没有即定的格局,几乎每辆车都根据自己整体的情况特别设计车架,其中值得一提的F50,F50的车架有一个很大的特色,就是后悬挂直接连接在引擎及变速箱上,然后才将整个引擎悬挂结构嵌入车体内。
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801.Q trunks
虚拟化数据中心中的网络服务质量QoS设计
虚拟化环境包含不同类型的网络
流量
Hypervisor的QoS要分开,使用
trust值。
Leaf物理交换机能识别trust值,
在叶子节点交换机不用再次分配 QoS的值。
Spine
QoS的值觉得流量拥塞时的优先
级
Leaf
No Marking/Reclassification
…
.2
接到 leaf叶子节点交换 10.99.1.0/31 机
.1
L3 point-to-point
• 接口通过3层路由互联. • 主干节点无需互联. • 如果一个主干节点故障,
…
Leaf
…
…
会重新选择别的路由. 连接物理服务器.
• 叶子节点进行二层收敛,
Spine
L3 Only (Route Table entries, ARP entries, no mac consumption)
L3 L2
WAN/Internet
L3 L2
• 从2或3层 to 大二层(分布式核心网络) • 密度和带宽剧增 • 2层和3层的ECMP 等价多路径 • 减少网络超额溢出 • 一次布线 • 统一配置
L3 L2 POD A POD B
WAN/Internet
Spine主干节点
Spine
• 叶子主干节点交换机连
NSX vSwitch
QoS Port Mirroring
Counters
可感知VM的网络服务 流量在网络边缘分布式传输 处理能力随着Hypervisor的数量弹性
扩展
Physical Fabric
无网络瓶颈
集中服务 vs. 分布式服务
VM VM VM
VM VM VM VM
VM VM VM VM VM
– –
Bridge instances 受到ESXi主机吞吐量的限制 桥流量进出主机通过dvUplink,但VDS teaming/failover 策略无法使用
• 互操作性
– – –
VLAN dvPortgroup 和VXLAN logical switches 必须需在同一VDS上 当 logical switch桥接后,其分布式Logical Routing 功能不能使用 不能与ID 为0 的VLAN桥接
L2
L3 Connectivity L2/L3
2个层- 基于VLAN
•多个2层域,依赖STP • 伸缩性不强 • 通常业务会从2层出去
L2
枝叶/主干式架构
Spine – Tier 2 Leaf – Tier 1
• 虚拟化和大数据应用导致East-West 增长到75% • 使用3层网络互联 • Leaf-Spine 大二层设计可以保证提供延迟非常低的无 阻塞性,等价多路径均衡负载ECMP(提供线路利用率) 冗余
管理 面板
• • • • • • •
控制 面板
NSX Logical Router Control VM
NSX Controller
User World Agent
NSX vSwitch
NSX Edge • Services • Gateway •
VDS
VXLAN Distributed Firewall Logical Router
– 最具伸缩性的技术 – 提供最佳的互操作性
• 2层的多路径 (e.g. TRILL):
– 进化的技术 – 互操作性有待考察
• N层 网络
– 仍然可以很好的工作 – 比较昂贵,缺乏伸缩性
NSX可以解决的网络挑战
• 使2层网络跑在3层网络上,为网络设计提供更大的灵活性 • 隔离租户不再一定需要使用VLAN • 虚拟机网络信息 (VLANs, IPs and MAC addresses) 不在暴露给物理设备 • 减少物理网络频繁的修改,例如根据租户的变化而修改物理网络的配置 • 方便网络管理员维护一个可靠的、高性能的传输网络,以应对虚拟机的动态网络需
Recurring configuration
• • • • • • • SVIs/RVIs VRRP/HSRP Advertise new subnets Access lists (ACLs) VLANs Adjust VLANs on trunks VLANs STP/MST mapping
L3 L2 通过网络虚拟化简化 2层、3层网络
数据中心的NSX网络虚拟化设计
C.K. Kong Feb, 2014
Center of Excellence, VMware, Greater China
© 2014 VMware Inc. All rights reserved.
Session Objectives
• 讨论网络虚拟化为数据中心设计提供的选项和益处。 • 讨论vSphere环境中部署NSX • NSX重点和最佳实践
L3 L2
(one per VLAN/subnet).
• 与其他机架的前缀 prefixes等价. • 交换机为每个VLAN配置默认网关 • 连接服务器的端口配置最少化
...
VLAN Boundary
802.1Q
Hypervisor 1
802.1Q
• 需为VMkernel 通信配置少量的VLAN和
Hypervisor n
以上
VXLAN 设计推荐
• Unicast Mode单播模式适合较小的部署环境 ,或者 L3 Fabric networks
where the number of hosts in a segment is limited
• Hybrid Mode 推荐用于生产环境 • 在移动到3层或更高的网络层之前验证连通性和MTU是否符合要求 • VXLAN 绑定策略:
目录
数据中心虚拟化设计原则
– 问题陈述 – 网络趋势和设计 – 网络虚拟化
NSX 组件和网络虚拟化注意事项
vSphere网络设计注意事项 摘要与总结
Q&A
数据中心网络发展趋势与设计
数据中心网络设计
L3 Connectivity L3 L3/L2
Multi-Tier多层
• 可伸缩的3层设计 • STP, VLAN 广播 • 昂贵,不绿色环保
传统的接入/聚合/核心网络架构
• 主要通过VLAN完成流量传输
WAN/Internet
• 增加删除VLAN需要修改网络配置
• 2 层流量限制在一个数据中心 • 2层生成树范围较大,增加故障
L3 L2 L3 L2
几率。例如广播风暴,环路等。
• 多种收敛方法可限制2层的范围。
POD A POD B
物理网络趋势
DLR – Design Considerations (Multiple VDS)
Management and Edge Cluster Compute A
Web VM Web VM VM
Compute B
Web VM Web VM VM
vCenter Server
VM
VM
NSX Manager
• 可伸缩性目标
– –
线速传输 延迟和CPU利用率与VXLAN类似
• 阻止环路
– – –
VXLAN-VLAN之间只能有1个桥是活动的 桥在转发数据时会将数据打上‘bridging’ 标志位 检测和过滤包时通过一个不同的uplink会匹配MAC地址
Distributed Logical Routing and Dynamic Routing 分布式逻辑路由和动态路由
求
• 方便管理- 无网络服务核心,无额外的下一条网络,无HA花销 • 如果你想迁移到新的网络虚拟化平台,旧的网络拓扑结构可以保持不变 • 方便管理员创建满足应用程序负载要求的网络,而不用采用妥协方案。 • 允许逻辑网络扩展至物理网络 • 为自动化、强制策略、虚拟机可见性提供了新的工具
目录
网络虚拟机简介 数据中心网络虚拟化原则 NSX组件和网络虚拟化参考
✔ ✔ ✔ ✔ ? ✔ ✔ ✔ ✔ ✔
✗ ✔ ✗ ✔ ? ? ✔ ✔ ✔ ✔
RSPAN/ERSPAN 流量镜像 Performance Statistics 性能统计 Syslog 日志
UI
API
虚拟环境下的网络功能
NSX Controllers
VM
VM
VM
Routing/NAT Security/Firewalling
– 收集状态数据
– 持续健康
Hypervisor
• 集中控制 (类似于Hypervisor) • 基于 强大的x86 处理器架构 • 搭乘 x86性能增长曲线的快车
功能对比
功能 Packet Capture 抓包 NetFlow 流量分析 物理 虚拟 功能 VM level visibility 虚拟机级别可 见性 Network Snapshot 网络快照 CLI 物理 虚拟
VM VM VM
VM
L3 叶子-主干结构网络简化配置
初始化配置
• • • • • Multi-chassis LAG 路由配置 Routing configuration 交换机虚拟接口配置 SVIs/RVIs VRRP/HSRP STP
Instances/mappings Priorities Safeguards L3 L2
– Failover – Static EtherChannel
– LACP
– Load Balancing (SRC MAC, SRC Port)
L2 - VXLAN to VLAN Bridging 连接VXLAN和物理VLAN