Components are sub-objects like points, polygons, and edges of geometric objects.
You can display the various component types in a specific 3D view using the individual options available from its eye icon (Show menu) or in all open 3D views using the options on the Display > Attributes menu on the main menu bar.
Alternatively, you can set the visibility options in the Camera Visibility property editor: click a 3D view’s eye icon (Show menu) and choose Visibility Options, or Display > Visibility Options for all open 3D views.

Note that when you activate a component selection filter, the corresponding components are automatically displayed in the 3D views.
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You can set a 3D view to display tagged (selected) points on unselected objects. See Viewing Selected Components and Clusters. |
You select components using the selection filters, tools, and modes available on the Select panel. The process of selecting components is quickly summarized here — for a complete description of how to select components or anything else, see Selecting.
The specific mouse buttons and modifier keys that you use to perform different actions — like selecting, adding to the selection, toggling, and deselecting — depend on the selection interaction model.
For more complete details, see Selecting Components Using the Different Interaction Models.
Summary of selection filters

Component selection filters determine what type of component you can select on the active geometric objects. The most commonly-used filters are available as buttons on the Select panel, while more filters are available from the Filter menu below the buttons.
The component selection filters are context-sensitive; they change depending on what type of object is active.
Summary of selection tools
The selection tools determine the mouse interaction used select objects. You can activate a selection tool with the items on the Select > Tools menu. Alternatively, you can press one of the following keys:
• F7 for the Rectangle selection tool.
• F8 for the Lasso selection tool.
• F9 for the Freeform selection tool.
• F10 for the Raycast selection tool.
• Shift+F10 for the Rectangle-Raycast tool.
• F11 for the Paint selection tool (points, edges, and polygons only).
Summary of selection modes
Selection modes are combinations of a filter and tool mapped to a single key for convenience:
• t for Rectangle Point mode.
• e for Rectangle Edge mode.
• i for Raycast Edge mode.
• y for Rectangle Polygon mode.
• u for Raycast Polygon mode.
• ' (apostrophe) for Rectangle Tip mode (for hair objects).
Different geometry types have different types of components.
Points are the most fundamental type of component. They are the vertices of polygon meshes as well as the control points of NURBS curves, NURBS surfaces, and lattices. Points are sometimes called control vertices (CVs).

Each point defines a location in space. The collection of points determines the shape of an object.
You can set the size of points in your Display preferences.
Edges are components of polygon meshes only. Each edge joins two points and form the border of one or more polygons.

Not surprisingly, polygons are components of polygon meshes. They are the closed, flat shapes that make up the “tiles” of the mesh and are bounded by edges.

Knots lie on NURBS curves and surfaces. Mathematically every group of four successive control points of a cubic NURBS defines a segment, and the knots are the locations where these segments are joined.

Knot curves are components of surfaces. They are a collection of knots with constant U or V; essentially they are the “wires” displayed in wireframe mode.

Subsurfaces are the individual NURBS surfaces that are components of assembled surface meshes.

Subcurves are individual NURBS curves that make up curve objects. While primitive curves like a circle are composed of a single subcurve, text and imported EPS curves may be composed of many subcurves.
Isopoints are arbitrary locations on a curve. You can select them for use with certain modeling operations, such as Extract Segment, but you cannot manipulate them directly.
Curve Boundaries
Curve Boundaries are the endpoints of curves (U = 0 and U = 1). You can select them for use with certain modeling operations such, as Blend Curves, but you cannot manipulate them directly.
Boundaries are the minimum and maximum U and V knot curves on a surface. Like knot curves, you can select boundaries for use with certain modeling operations such as Loft, but you cannot manipulate them directly.
Surface Curves are the projections of NURBS curves onto NURBS surfaces. You can select surface curves for use with certain modeling operations such as Loft or Extract Curve, but you cannot manipulate them directly.
Trim Curves
Trim Curves are projected curves that have been used to trim NURBS surfaces. You can select trim curves for use with certain modeling operations, such as Loft or Extract Curve, but you cannot manipulate them directly.
U and V Isolines
U and V Isolines are arbitrary lines of constant V or U, respectively, on a surface. You can select them for use with certain modeling operations such as Loft or Extract Curve, but you cannot manipulate them directly.
Samples
Samples are used to adjust textures on objects. You can select them in the 3D views and manipulate them in the texture editor. For more information, see Working with UVs in the Texture Editor [Texturing].
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