FeynEdit - a tool for drawing Feynman diagrams
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The information in this document is subject to change without notice and does not represent a commitment on the part of Native Instruments GmbH. The software described by this docu-ment is subject to a License Agreement and may not be copied to other media. No part of this publication may be copied, reproduced or otherwise transmitted or recorded, for any purpose, without prior written permission by Native Instruments GmbH, hereinafter referred to as Native Instruments.“Native Instruments”, “NI” and associated logos are (registered) trademarks of Native Instru-ments GmbH.ASIO, VST, HALion and Cubase are registered trademarks of Steinberg Media Technologies GmbH.All other product and company names are trademarks™ or registered® trademarks of their re-spective holders. Use of them does not imply any affiliation with or endorsement by them.Document authored by: David Gover and Nico Sidi.Software version: 2.8 (02/2019)Hardware version: MASCHINE MK3Special thanks to the Beta Test Team, who were invaluable not just in tracking down bugs, but in making this a better product.NATIVE INSTRUMENTS GmbH Schlesische Str. 29-30D-10997 Berlin Germanywww.native-instruments.de NATIVE INSTRUMENTS North America, Inc. 6725 Sunset Boulevard5th FloorLos Angeles, CA 90028USANATIVE INSTRUMENTS K.K.YO Building 3FJingumae 6-7-15, Shibuya-ku, Tokyo 150-0001Japanwww.native-instruments.co.jp NATIVE INSTRUMENTS UK Limited 18 Phipp StreetLondon EC2A 4NUUKNATIVE INSTRUMENTS FRANCE SARL 113 Rue Saint-Maur75011 ParisFrance SHENZHEN NATIVE INSTRUMENTS COMPANY Limited 5F, Shenzhen Zimao Center111 Taizi Road, Nanshan District, Shenzhen, GuangdongChina© NATIVE INSTRUMENTS GmbH, 2019. All rights reserved.Table of Contents1Welcome to MASCHINE (25)1.1MASCHINE Documentation (26)1.2Document Conventions (27)1.3New Features in MASCHINE 2.8 (29)1.4New Features in MASCHINE 2.7.10 (31)1.5New Features in MASCHINE 2.7.8 (31)1.6New Features in MASCHINE 2.7.7 (32)1.7New Features in MASCHINE 2.7.4 (33)1.8New Features in MASCHINE 2.7.3 (36)2Quick Reference (38)2.1Using Your Controller (38)2.1.1Controller Modes and Mode Pinning (38)2.1.2Controlling the Software Views from Your Controller (40)2.2MASCHINE Project Overview (43)2.2.1Sound Content (44)2.2.2Arrangement (45)2.3MASCHINE Hardware Overview (48)2.3.1MASCHINE Hardware Overview (48)2.3.1.1Control Section (50)2.3.1.2Edit Section (53)2.3.1.3Performance Section (54)2.3.1.4Group Section (56)2.3.1.5Transport Section (56)2.3.1.6Pad Section (58)2.3.1.7Rear Panel (63)2.4MASCHINE Software Overview (65)2.4.1Header (66)2.4.2Browser (68)2.4.3Arranger (70)2.4.4Control Area (73)2.4.5Pattern Editor (74)3Basic Concepts (76)3.1Important Names and Concepts (76)3.2Adjusting the MASCHINE User Interface (79)3.2.1Adjusting the Size of the Interface (79)3.2.2Switching between Ideas View and Song View (80)3.2.3Showing/Hiding the Browser (81)3.2.4Showing/Hiding the Control Lane (81)3.3Common Operations (82)3.3.1Using the 4-Directional Push Encoder (82)3.3.2Pinning a Mode on the Controller (83)3.3.3Adjusting Volume, Swing, and Tempo (84)3.3.4Undo/Redo (87)3.3.5List Overlay for Selectors (89)3.3.6Zoom and Scroll Overlays (90)3.3.7Focusing on a Group or a Sound (91)3.3.8Switching Between the Master, Group, and Sound Level (96)3.3.9Navigating Channel Properties, Plug-ins, and Parameter Pages in the Control Area.973.3.9.1Extended Navigate Mode on Your Controller (102)3.3.10Navigating the Software Using the Controller (105)3.3.11Using Two or More Hardware Controllers (106)3.3.12Touch Auto-Write Option (108)3.4Native Kontrol Standard (110)3.5Stand-Alone and Plug-in Mode (111)3.5.1Differences between Stand-Alone and Plug-in Mode (112)3.5.2Switching Instances (113)3.5.3Controlling Various Instances with Different Controllers (114)3.6Host Integration (114)3.6.1Setting up Host Integration (115)3.6.1.1Setting up Ableton Live (macOS) (115)3.6.1.2Setting up Ableton Live (Windows) (116)3.6.1.3Setting up Apple Logic Pro X (116)3.6.2Integration with Ableton Live (117)3.6.3Integration with Apple Logic Pro X (119)3.7Preferences (120)3.7.1Preferences – General Page (121)3.7.2Preferences – Audio Page (126)3.7.3Preferences – MIDI Page (130)3.7.4Preferences – Default Page (133)3.7.5Preferences – Library Page (137)3.7.6Preferences – Plug-ins Page (145)3.7.7Preferences – Hardware Page (150)3.7.8Preferences – Colors Page (154)3.8Integrating MASCHINE into a MIDI Setup (156)3.8.1Connecting External MIDI Equipment (156)3.8.2Sync to External MIDI Clock (157)3.8.3Send MIDI Clock (158)3.9Syncing MASCHINE using Ableton Link (159)3.9.1Connecting to a Network (159)3.9.2Joining and Leaving a Link Session (159)3.10Using a Pedal with the MASCHINE Controller (160)3.11File Management on the MASCHINE Controller (161)4Browser (163)4.1Browser Basics (163)4.1.1The MASCHINE Library (163)4.1.2Browsing the Library vs. Browsing Your Hard Disks (164)4.2Searching and Loading Files from the Library (165)4.2.1Overview of the Library Pane (165)4.2.2Selecting or Loading a Product and Selecting a Bank from the Browser (170)4.2.2.1[MK3] Browsing by Product Category Using the Controller (174)4.2.2.2[MK3] Browsing by Product Vendor Using the Controller (174)4.2.3Selecting a Product Category, a Product, a Bank, and a Sub-Bank (175)4.2.3.1Selecting a Product Category, a Product, a Bank, and a Sub-Bank on theController (179)4.2.4Selecting a File Type (180)4.2.5Choosing Between Factory and User Content (181)4.2.6Selecting Type and Character Tags (182)4.2.7List and Tag Overlays in the Browser (186)4.2.8Performing a Text Search (188)4.2.9Loading a File from the Result List (188)4.3Additional Browsing Tools (193)4.3.1Loading the Selected Files Automatically (193)4.3.2Auditioning Instrument Presets (195)4.3.3Auditioning Samples (196)4.3.4Loading Groups with Patterns (197)4.3.5Loading Groups with Routing (198)4.3.6Displaying File Information (198)4.4Using Favorites in the Browser (199)4.5Editing the Files’ Tags and Properties (203)4.5.1Attribute Editor Basics (203)4.5.2The Bank Page (205)4.5.3The Types and Characters Pages (205)4.5.4The Properties Page (208)4.6Loading and Importing Files from Your File System (209)4.6.1Overview of the FILES Pane (209)4.6.2Using Favorites (211)4.6.3Using the Location Bar (212)4.6.4Navigating to Recent Locations (213)4.6.5Using the Result List (214)4.6.6Importing Files to the MASCHINE Library (217)4.7Locating Missing Samples (219)4.8Using Quick Browse (221)5Managing Sounds, Groups, and Your Project (225)5.1Overview of the Sounds, Groups, and Master (225)5.1.1The Sound, Group, and Master Channels (226)5.1.2Similarities and Differences in Handling Sounds and Groups (227)5.1.3Selecting Multiple Sounds or Groups (228)5.2Managing Sounds (233)5.2.1Loading Sounds (235)5.2.2Pre-listening to Sounds (236)5.2.3Renaming Sound Slots (237)5.2.4Changing the Sound’s Color (237)5.2.5Saving Sounds (239)5.2.6Copying and Pasting Sounds (241)5.2.7Moving Sounds (244)5.2.8Resetting Sound Slots (245)5.3Managing Groups (247)5.3.1Creating Groups (248)5.3.2Loading Groups (249)5.3.3Renaming Groups (251)5.3.4Changing the Group’s Color (251)5.3.5Saving Groups (253)5.3.6Copying and Pasting Groups (255)5.3.7Reordering Groups (258)5.3.8Deleting Groups (259)5.4Exporting MASCHINE Objects and Audio (260)5.4.1Saving a Group with its Samples (261)5.4.2Saving a Project with its Samples (262)5.4.3Exporting Audio (264)5.5Importing Third-Party File Formats (270)5.5.1Loading REX Files into Sound Slots (270)5.5.2Importing MPC Programs to Groups (271)6Playing on the Controller (275)6.1Adjusting the Pads (275)6.1.1The Pad View in the Software (275)6.1.2Choosing a Pad Input Mode (277)6.1.3Adjusting the Base Key (280)6.1.4Using Choke Groups (282)6.1.5Using Link Groups (284)6.2Adjusting the Key, Choke, and Link Parameters for Multiple Sounds (286)6.3Playing Tools (287)6.3.1Mute and Solo (288)6.3.2Choke All Notes (292)6.3.3Groove (293)6.3.4Level, Tempo, Tune, and Groove Shortcuts on Your Controller (295)6.3.5Tap Tempo (299)6.4Performance Features (300)6.4.1Overview of the Perform Features (300)6.4.2Selecting a Scale and Creating Chords (303)6.4.3Scale and Chord Parameters (303)6.4.4Creating Arpeggios and Repeated Notes (316)6.4.5Swing on Note Repeat / Arp Output (321)6.5Using Lock Snapshots (322)6.5.1Creating a Lock Snapshot (322)6.5.2Using Extended Lock (323)6.5.3Updating a Lock Snapshot (323)6.5.4Recalling a Lock Snapshot (324)6.5.5Morphing Between Lock Snapshots (324)6.5.6Deleting a Lock Snapshot (325)6.5.7Triggering Lock Snapshots via MIDI (326)6.6Using the Smart Strip (327)6.6.1Pitch Mode (328)6.6.2Modulation Mode (328)6.6.3Perform Mode (328)6.6.4Notes Mode (329)7Working with Plug-ins (330)7.1Plug-in Overview (330)7.1.1Plug-in Basics (330)7.1.2First Plug-in Slot of Sounds: Choosing the Sound’s Role (334)7.1.3Loading, Removing, and Replacing a Plug-in (335)7.1.3.1Browser Plug-in Slot Selection (341)7.1.4Adjusting the Plug-in Parameters (344)7.1.5Bypassing Plug-in Slots (344)7.1.6Using Side-Chain (346)7.1.7Moving Plug-ins (346)7.1.8Alternative: the Plug-in Strip (348)7.1.9Saving and Recalling Plug-in Presets (348)7.1.9.1Saving Plug-in Presets (349)7.1.9.2Recalling Plug-in Presets (350)7.1.9.3Removing a Default Plug-in Preset (351)7.2The Sampler Plug-in (352)7.2.1Page 1: Voice Settings / Engine (354)7.2.2Page 2: Pitch / Envelope (356)7.2.3Page 3: FX / Filter (359)7.2.4Page 4: Modulation (361)7.2.5Page 5: LFO (363)7.2.6Page 6: Velocity / Modwheel (365)7.3Using Native Instruments and External Plug-ins (367)7.3.1Opening/Closing Plug-in Windows (367)7.3.2Using the VST/AU Plug-in Parameters (370)7.3.3Setting Up Your Own Parameter Pages (371)7.3.4Using VST/AU Plug-in Presets (376)7.3.5Multiple-Output Plug-ins and Multitimbral Plug-ins (378)8Using the Audio Plug-in (380)8.1Loading a Loop into the Audio Plug-in (384)8.2Editing Audio in the Audio Plug-in (385)8.3Using Loop Mode (386)8.4Using Gate Mode (388)9Using the Drumsynths (390)9.1Drumsynths – General Handling (391)9.1.1Engines: Many Different Drums per Drumsynth (391)9.1.2Common Parameter Organization (391)9.1.3Shared Parameters (394)9.1.4Various Velocity Responses (394)9.1.5Pitch Range, Tuning, and MIDI Notes (394)9.2The Kicks (395)9.2.1Kick – Sub (397)9.2.2Kick – Tronic (399)9.2.3Kick – Dusty (402)9.2.4Kick – Grit (403)9.2.5Kick – Rasper (406)9.2.6Kick – Snappy (407)9.2.7Kick – Bold (409)9.2.8Kick – Maple (411)9.2.9Kick – Push (412)9.3The Snares (414)9.3.1Snare – Volt (416)9.3.2Snare – Bit (418)9.3.3Snare – Pow (420)9.3.4Snare – Sharp (421)9.3.5Snare – Airy (423)9.3.6Snare – Vintage (425)9.3.7Snare – Chrome (427)9.3.8Snare – Iron (429)9.3.9Snare – Clap (431)9.3.10Snare – Breaker (433)9.4The Hi-hats (435)9.4.1Hi-hat – Silver (436)9.4.2Hi-hat – Circuit (438)9.4.3Hi-hat – Memory (440)9.4.4Hi-hat – Hybrid (442)9.4.5Creating a Pattern with Closed and Open Hi-hats (444)9.5The Toms (445)9.5.1Tom – Tronic (447)9.5.2Tom – Fractal (449)9.5.3Tom – Floor (453)9.5.4Tom – High (455)9.6The Percussions (456)9.6.1Percussion – Fractal (458)9.6.2Percussion – Kettle (461)9.6.3Percussion – Shaker (463)9.7The Cymbals (467)9.7.1Cymbal – Crash (469)9.7.2Cymbal – Ride (471)10Using the Bass Synth (474)10.1Bass Synth – General Handling (475)10.1.1Parameter Organization (475)10.1.2Bass Synth Parameters (477)11Working with Patterns (479)11.1Pattern Basics (479)11.1.1Pattern Editor Overview (480)11.1.2Navigating the Event Area (486)11.1.3Following the Playback Position in the Pattern (488)11.1.4Jumping to Another Playback Position in the Pattern (489)11.1.5Group View and Keyboard View (491)11.1.6Adjusting the Arrange Grid and the Pattern Length (493)11.1.7Adjusting the Step Grid and the Nudge Grid (497)11.2Recording Patterns in Real Time (501)11.2.1Recording Your Patterns Live (501)11.2.2The Record Prepare Mode (504)11.2.3Using the Metronome (505)11.2.4Recording with Count-in (506)11.2.5Quantizing while Recording (508)11.3Recording Patterns with the Step Sequencer (508)11.3.1Step Mode Basics (508)11.3.2Editing Events in Step Mode (511)11.3.3Recording Modulation in Step Mode (513)11.4Editing Events (514)11.4.1Editing Events with the Mouse: an Overview (514)11.4.2Creating Events/Notes (517)11.4.3Selecting Events/Notes (518)11.4.4Editing Selected Events/Notes (526)11.4.5Deleting Events/Notes (532)11.4.6Cut, Copy, and Paste Events/Notes (535)11.4.7Quantizing Events/Notes (538)11.4.8Quantization While Playing (540)11.4.9Doubling a Pattern (541)11.4.10Adding Variation to Patterns (541)11.5Recording and Editing Modulation (546)11.5.1Which Parameters Are Modulatable? (547)11.5.2Recording Modulation (548)11.5.3Creating and Editing Modulation in the Control Lane (550)11.6Creating MIDI Tracks from Scratch in MASCHINE (555)11.7Managing Patterns (557)11.7.1The Pattern Manager and Pattern Mode (558)11.7.2Selecting Patterns and Pattern Banks (560)11.7.3Creating Patterns (563)11.7.4Deleting Patterns (565)11.7.5Creating and Deleting Pattern Banks (566)11.7.6Naming Patterns (568)11.7.7Changing the Pattern’s Color (570)11.7.8Duplicating, Copying, and Pasting Patterns (571)11.7.9Moving Patterns (574)11.7.10Adjusting Pattern Length in Fine Increments (575)11.8Importing/Exporting Audio and MIDI to/from Patterns (576)11.8.1Exporting Audio from Patterns (576)11.8.2Exporting MIDI from Patterns (577)11.8.3Importing MIDI to Patterns (580)12Audio Routing, Remote Control, and Macro Controls (589)12.1Audio Routing in MASCHINE (590)12.1.1Sending External Audio to Sounds (591)12.1.2Configuring the Main Output of Sounds and Groups (596)12.1.3Setting Up Auxiliary Outputs for Sounds and Groups (601)12.1.4Configuring the Master and Cue Outputs of MASCHINE (605)12.1.5Mono Audio Inputs (610)12.1.5.1Configuring External Inputs for Sounds in Mix View (611)12.2Using MIDI Control and Host Automation (614)12.2.1Triggering Sounds via MIDI Notes (615)12.2.2Triggering Scenes via MIDI (622)12.2.3Controlling Parameters via MIDI and Host Automation (623)12.2.4Selecting VST/AU Plug-in Presets via MIDI Program Change (631)12.2.5Sending MIDI from Sounds (632)12.3Creating Custom Sets of Parameters with the Macro Controls (636)12.3.1Macro Control Overview (637)12.3.2Assigning Macro Controls Using the Software (638)12.3.3Assigning Macro Controls Using the Controller (644)13Controlling Your Mix (646)13.1Mix View Basics (646)13.1.1Switching between Arrange View and Mix View (646)13.1.2Mix View Elements (647)13.2The Mixer (649)13.2.1Displaying Groups vs. Displaying Sounds (650)13.2.2Adjusting the Mixer Layout (652)13.2.3Selecting Channel Strips (653)13.2.4Managing Your Channels in the Mixer (654)13.2.5Adjusting Settings in the Channel Strips (656)13.2.6Using the Cue Bus (660)13.3The Plug-in Chain (662)13.4The Plug-in Strip (663)13.4.1The Plug-in Header (665)13.4.2Panels for Drumsynths and Internal Effects (667)13.4.3Panel for the Sampler (668)13.4.4Custom Panels for Native Instruments Plug-ins (671)13.4.5Undocking a Plug-in Panel (Native Instruments and External Plug-ins Only) (675)13.5Controlling Your Mix from the Controller (677)13.5.1Navigating Your Channels in Mix Mode (678)13.5.2Adjusting the Level and Pan in Mix Mode (679)13.5.3Mute and Solo in Mix Mode (680)13.5.4Plug-in Icons in Mix Mode (680)14Using Effects (681)14.1Applying Effects to a Sound, a Group or the Master (681)14.1.1Adding an Effect (681)14.1.2Other Operations on Effects (690)14.1.3Using the Side-Chain Input (692)14.2Applying Effects to External Audio (695)14.2.1Step 1: Configure MASCHINE Audio Inputs (695)14.2.2Step 2: Set up a Sound to Receive the External Input (698)14.2.3Step 3: Load an Effect to Process an Input (700)14.3Creating a Send Effect (701)14.3.1Step 1: Set Up a Sound or Group as Send Effect (702)14.3.2Step 2: Route Audio to the Send Effect (706)14.3.3 A Few Notes on Send Effects (708)14.4Creating Multi-Effects (709)15Effect Reference (712)15.1Dynamics (713)15.1.1Compressor (713)15.1.2Gate (717)15.1.3Transient Master (721)15.1.4Limiter (723)15.1.5Maximizer (727)15.2Filtering Effects (730)15.2.1EQ (730)15.2.2Filter (733)15.2.3Cabinet (737)15.3Modulation Effects (738)15.3.1Chorus (738)15.3.2Flanger (740)15.3.3FM (742)15.3.4Freq Shifter (743)15.3.5Phaser (745)15.4Spatial and Reverb Effects (747)15.4.1Ice (747)15.4.2Metaverb (749)15.4.3Reflex (750)15.4.4Reverb (Legacy) (752)15.4.5Reverb (754)15.4.5.1Reverb Room (754)15.4.5.2Reverb Hall (757)15.4.5.3Plate Reverb (760)15.5Delays (762)15.5.1Beat Delay (762)15.5.2Grain Delay (765)15.5.3Grain Stretch (767)15.5.4Resochord (769)15.6Distortion Effects (771)15.6.1Distortion (771)15.6.2Lofi (774)15.6.3Saturator (775)15.7Perform FX (779)15.7.1Filter (780)15.7.2Flanger (782)15.7.3Burst Echo (785)15.7.4Reso Echo (787)15.7.5Ring (790)15.7.6Stutter (792)15.7.7Tremolo (795)15.7.8Scratcher (798)16Working with the Arranger (801)16.1Arranger Basics (801)16.1.1Navigating Song View (804)16.1.2Following the Playback Position in Your Project (806)16.1.3Performing with Scenes and Sections using the Pads (807)16.2Using Ideas View (811)16.2.1Scene Overview (811)16.2.2Creating Scenes (813)16.2.3Assigning and Removing Patterns (813)16.2.4Selecting Scenes (817)16.2.5Deleting Scenes (818)16.2.6Creating and Deleting Scene Banks (820)16.2.7Clearing Scenes (820)16.2.8Duplicating Scenes (821)16.2.9Reordering Scenes (822)16.2.10Making Scenes Unique (824)16.2.11Appending Scenes to Arrangement (825)16.2.12Naming Scenes (826)16.2.13Changing the Color of a Scene (827)16.3Using Song View (828)16.3.1Section Management Overview (828)16.3.2Creating Sections (833)16.3.3Assigning a Scene to a Section (834)16.3.4Selecting Sections and Section Banks (835)16.3.5Reorganizing Sections (839)16.3.6Adjusting the Length of a Section (840)16.3.6.1Adjusting the Length of a Section Using the Software (841)16.3.6.2Adjusting the Length of a Section Using the Controller (843)16.3.7Clearing a Pattern in Song View (843)16.3.8Duplicating Sections (844)16.3.8.1Making Sections Unique (845)16.3.9Removing Sections (846)16.3.10Renaming Scenes (848)16.3.11Clearing Sections (849)16.3.12Creating and Deleting Section Banks (850)16.3.13Working with Patterns in Song view (850)16.3.13.1Creating a Pattern in Song View (850)16.3.13.2Selecting a Pattern in Song View (850)16.3.13.3Clearing a Pattern in Song View (851)16.3.13.4Renaming a Pattern in Song View (851)16.3.13.5Coloring a Pattern in Song View (851)16.3.13.6Removing a Pattern in Song View (852)16.3.13.7Duplicating a Pattern in Song View (852)16.3.14Enabling Auto Length (852)16.3.15Looping (853)16.3.15.1Setting the Loop Range in the Software (854)16.4Playing with Sections (855)16.4.1Jumping to another Playback Position in Your Project (855)16.5Triggering Sections or Scenes via MIDI (856)16.6The Arrange Grid (858)16.7Quick Grid (860)17Sampling and Sample Mapping (862)17.1Opening the Sample Editor (862)17.2Recording Audio (863)17.2.1Opening the Record Page (863)17.2.2Selecting the Source and the Recording Mode (865)17.2.3Arming, Starting, and Stopping the Recording (868)17.2.5Using the Footswitch for Recording Audio (871)17.2.6Checking Your Recordings (872)17.2.7Location and Name of Your Recorded Samples (876)17.3Editing a Sample (876)17.3.1Using the Edit Page (877)17.3.2Audio Editing Functions (882)17.4Slicing a Sample (890)17.4.1Opening the Slice Page (891)17.4.2Adjusting the Slicing Settings (893)17.4.3Live Slicing (898)17.4.3.1Live Slicing Using the Controller (898)17.4.3.2Delete All Slices (899)17.4.4Manually Adjusting Your Slices (899)17.4.5Applying the Slicing (906)17.5Mapping Samples to Zones (912)17.5.1Opening the Zone Page (912)17.5.2Zone Page Overview (913)17.5.3Selecting and Managing Zones in the Zone List (915)17.5.4Selecting and Editing Zones in the Map View (920)17.5.5Editing Zones in the Sample View (924)17.5.6Adjusting the Zone Settings (927)17.5.7Adding Samples to the Sample Map (934)18Appendix: Tips for Playing Live (937)18.1Preparations (937)18.1.1Focus on the Hardware (937)18.1.2Customize the Pads of the Hardware (937)18.1.3Check Your CPU Power Before Playing (937)18.1.4Name and Color Your Groups, Patterns, Sounds and Scenes (938)18.1.5Consider Using a Limiter on Your Master (938)18.1.6Hook Up Your Other Gear and Sync It with MIDI Clock (938)18.1.7Improvise (938)18.2Basic Techniques (938)18.2.1Use Mute and Solo (938)18.2.2Use Scene Mode and Tweak the Loop Range (939)18.2.3Create Variations of Your Drum Patterns in the Step Sequencer (939)18.2.4Use Note Repeat (939)18.2.5Set Up Your Own Multi-effect Groups and Automate Them (939)18.3Special Tricks (940)18.3.1Changing Pattern Length for Variation (940)18.3.2Using Loops to Cycle Through Samples (940)18.3.3Using Loops to Cycle Through Samples (940)18.3.4Load Long Audio Files and Play with the Start Point (940)19Troubleshooting (941)19.1Knowledge Base (941)19.2Technical Support (941)19.3Registration Support (942)19.4User Forum (942)20Glossary (943)Index (951)1Welcome to MASCHINEThank you for buying MASCHINE!MASCHINE is a groove production studio that implements the familiar working style of classi-cal groove boxes along with the advantages of a computer based system. MASCHINE is ideal for making music live, as well as in the studio. It’s the hands-on aspect of a dedicated instru-ment, the MASCHINE hardware controller, united with the advanced editing features of the MASCHINE software.Creating beats is often not very intuitive with a computer, but using the MASCHINE hardware controller to do it makes it easy and fun. You can tap in freely with the pads or use Note Re-peat to jam along. Alternatively, build your beats using the step sequencer just as in classic drum machines.Patterns can be intuitively combined and rearranged on the fly to form larger ideas. You can try out several different versions of a song without ever having to stop the music.Since you can integrate it into any sequencer that supports VST, AU, or AAX plug-ins, you can reap the benefits in almost any software setup, or use it as a stand-alone application. You can sample your own material, slice loops and rearrange them easily.However, MASCHINE is a lot more than an ordinary groovebox or sampler: it comes with an inspiring 7-gigabyte library, and a sophisticated, yet easy to use tag-based Browser to give you instant access to the sounds you are looking for.What’s more, MASCHINE provides lots of options for manipulating your sounds via internal ef-fects and other sound-shaping possibilities. You can also control external MIDI hardware and 3rd-party software with the MASCHINE hardware controller, while customizing the functions of the pads, knobs and buttons according to your needs utilizing the included Controller Editor application. We hope you enjoy this fantastic instrument as much as we do. Now let’s get go-ing!—The MASCHINE team at Native Instruments.MASCHINE Documentation1.1MASCHINE DocumentationNative Instruments provide many information sources regarding MASCHINE. The main docu-ments should be read in the following sequence:1.MASCHINE Getting Started: This document provides a practical approach to MASCHINE viaa set of tutorials covering easy and more advanced tasks in order to help you familiarizeyourself with MASCHINE.2.MASCHINE Manual (this document): The MASCHINE Manual provides you with a compre-hensive description of all MASCHINE software and hardware features.Additional documentation sources provide you with details on more specific topics:▪Controller Editor Manual: Besides using your MASCHINE hardware controller together withits dedicated MASCHINE software, you can also use it as a powerful and highly versatileMIDI controller to pilot any other MIDI-capable application or device. This is made possibleby the Controller Editor software, an application that allows you to precisely define all MIDIassignments for your MASCHINE controller. The Controller Editor was installed during theMASCHINE installation procedure. For more information on this, please refer to the Con-troller Editor Manual available as a PDF file via the Help menu of Controller Editor.▪Online Support Videos: You can find a number of support videos on The Official Native In-struments Support Channel under the following URL: https:///NIsupport-EN. We recommend that you follow along with these instructions while the respective ap-plication is running on your computer.Other Online Resources:If you are experiencing problems related to your Native Instruments product that the supplied documentation does not cover, there are several ways of getting help:▪Knowledge Base▪User Forum▪Technical Support▪Registration SupportYou will find more information on these subjects in the chapter Troubleshooting.1.2Document ConventionsThis section introduces you to the signage and text highlighting used in this manual. This man-ual uses particular formatting to point out special facts and to warn you of potential issues. The icons introducing these notes let you see what kind of information is to be expected:This document uses particular formatting to point out special facts and to warn you of poten-tial issues. The icons introducing the following notes let you see what kind of information can be expected:Furthermore, the following formatting is used:▪Text appearing in (drop-down) menus (such as Open…, Save as… etc.) in the software and paths to locations on your hard disk or other storage devices is printed in italics.▪Text appearing elsewhere (labels of buttons, controls, text next to checkboxes etc.) in the software is printed in blue. Whenever you see this formatting applied, you will find the same text appearing somewhere on the screen.▪Text appearing on the displays of the controller is printed in light grey. Whenever you see this formatting applied, you will find the same text on a controller display.▪Text appearing on labels of the hardware controller is printed in orange. Whenever you see this formatting applied, you will find the same text on the controller.▪Important names and concepts are printed in bold.▪References to keys on your computer’s keyboard you’ll find put in square brackets (e.g.,“Press [Shift] + [Enter]”).►Single instructions are introduced by this play button type arrow.→Results of actions are introduced by this smaller arrow.Naming ConventionThroughout the documentation we will refer to MASCHINE controller (or just controller) as the hardware controller and MASCHINE software as the software installed on your computer.The term “effect” will sometimes be abbreviated as “FX” when referring to elements in the MA-SCHINE software and hardware. These terms have the same meaning.Button Combinations and Shortcuts on Your ControllerMost instructions will use the “+” sign to indicate buttons (or buttons and pads) that must be pressed simultaneously, starting with the button indicated first. E.g., an instruction such as:“Press SHIFT + PLAY”means:1.Press and hold SHIFT.2.While holding SHIFT, press PLAY and release it.3.Release SHIFT.Unlabeled Buttons on the ControllerThe buttons and knobs above and below the displays on your MASCHINE controller do not have labels.。
转载+收藏数理化地⽣常⽤软件⼀数学:1、数学软件:(1)常见的通⽤数学软件包包括:Matlab和Mathematica和Maple,其中Matlab以数值计算见长,Mathematica和Maple以符号运算、公式推导见长(2)专⽤数学包包括:绘图软件类:MathCAD,Tecplot,IDL,Surfer,Origin,SmartDraw,DSP2000数值计算类:Matcom,DataFit,S-Spline,Lindo,Lingo,O-Matrix,Scilab,Octave数值计算库:linpack/lapack/BLAS/GERMS/IMSL/CXML有限元计算类:ANSYS, MARC,PARSTRAN, FLUENT, FEMLAB,FlexPDE,Algor,COSMOS, ABAQUS,ADINA数理统计类:GAUSS ,SPSS,SAS, Splus学公式排版类:MathType,MikTeX,ScientificWorkplace,Scientific Nootbook2、数学编程:包括Fortran、C/C++、VB...MatLab、Maple、Mathematica、Femlab、......等编程,讨论各种算法,包括神经⽹络,模拟退⽕等,可以应⽤到计算数学,统计学等。
⼆、物理1、物理软件:1基本⽤途软件(1)符号计算:mathematica:这是唯⼀⼀个商业软件,下⾯有的程序依赖于它,⽽且由于Wolfram当年也是⾼能物理出⾝,因此个⼈觉得该软件的使⽤体验很好,也是我唯⼀动⼼购买正版的软件。
form:⼤规模处理符号表达式的利器,下⾯有的软件包依赖于它,适宜⽤来做⾼圈多腿图的计算,但是⽤起来没有mathematica⽅便。
maxima:这个是mathematica的免费替代品,但缺点是很多表达式没法像mathematica那样化简,不过好在提供源代码.(2)数值计算:gsl:C程序写的数值计算库,内容还⽐较全⾯,⽤来做数值计算很⽅便,⽂档⽐较详细且集中。
Product feature detail Geometry interfaces Femap offers seamless geometry access to an extensive range of major CAD systems,including:•ACIS import (CAD geometry is converted to a Parasolid ®software format on import)and export •Autocad DXF import •Catia v4and v5model file import •NX ®I-deas ®software import (access to IDI files generated by I-deas 9.2,v10,v11and beyond supported through I-deas Parasolid export)and universal file export through 9.0•IGES import and export of Parasolid geometry to the IGES format •NX software import for Unigraphics v11-v18and Parasolid geometry exported from all NX versions •Parasolid import and export –Femap is a native Parasolid application,and Parasolid geometry is accessed through the same Parasolid modeling kernel that any Parasolid-based CAD program uses providing full direct access to your geometry •Pro/Engineer import of model files •Solid Edge ®software import –provides direct access to Parasolid geometry in solid and sheet metal part files including assemblies •STEP import and export –AP203and AP214Class II,III,IV ,V and VI entities •Stereolithography import and export •Teamcenter ®Visualization software export –JT ™format including mesh and results data •VRML export through 2.0/97World-class finite element analysis (FEA)solution for the Windows desktopBenefitsSignificantly speed up the design process by bringing simulation closer to design and reducing time-to-marketReduce the need for costly proto-types and testing,saving time and moneyPerform failure analysis that im-proves product performance and reliability,reducing costly recallsEvaluate and optimize designs to minimize material use,investigate use of alternative materials and perform trade-off studies to evaluate differing designsStandalone engineering analysis environment that can exchange data with any CAD system and simulate using all major commercial solversFeaturesCAD-independent and can import CAD data from just about any sourceSolver-independent,supporting all of the major commercial solversScalable solution offering a range of capabilities up to specialized high-end analysis functionalityWindows-based intuitive Windows interface that is easy to use and quick to masterCost effective solution offering the best functionality-to-cost ratio in the industry SummaryFemap ®software is an advanced engineering analysis environment for simulation of complex engineering ing Femapengineers can simulate the performance of their products virtually to determine their performance and behavior,reducing the need for testing and prototypes.fact sheetSiemens PLM Software /plm/femapVelocity Seriescan be saved with resultsreports.API script available to format,annotate the myriad capabilities that collectivelyoutput formatsContactSiemens PLM SoftwareAmericas8008072200Europe44(0)1202243455Asia-Pacific852********/plm©2008Siemens Product Lifecycle Management Software Inc.All rights reserved.Siemens and the Siemens logo are registered trademarks of Siemens AG.T eam-center,NX,Solid Edge,T ecnomatix,Parasolid,Femap,I-deas,JT,Velocity Series and Geolus are trademarks or registered trademarks of Siemens Product Lifecycle Management Software Inc.or its subsidiaries in the United States and in other countries.All other logos,trademarks,registered trademarks or service marks usedherein are the property of their respective holders.3/08。
When it comes to crafting papercut art,there are several steps that you can follow to create beautiful and intricate designs.Heres a detailed guide on how to perform the actions involved in making a papercut piece:1.Choose Your Design:Start by selecting a design that you want to cut.This could be a simple pattern or a more complex image.Its often helpful to begin with simpler designs to get a feel for the technique.2.Prepare Your Materials:Gather your materials,which typically include:Red paper traditionally used for papercuttingScissors or a craft knifeA pencil for sketching your designA ruler or a straight edge for guiding your cuts3.Sketch Your Design:Lightly sketch your design onto the paper using a pencil.Its important to keep the lines light so they can be easily erased later.4.Secure the Paper:To prevent the paper from moving while youre cutting,secure it with paperweights or tape it to a cutting mat.5.Start Cutting:Begin cutting along the lines of your design.If using scissors,make sure to cut in a smooth,continuous motion.If using a craft knife,carefully follow the lines, applying pressure as needed.6.Work on Details:Pay special attention to the finer details of your design.These areas require more precision and may need to be cut away from the rest of the paper to prevent tearing.yering:For more complex designs,you may need to cut multiple layers of paper. This can add depth and dimension to your artwork.8.Clean Up:Once youve completed your cuts,carefully remove any excess paper from around your e tweezers to help with this process if necessary.9.Erase Pencil Marks:After the cutting is done,gently erase any remaining pencil marks from your paper.10.Display Your Artwork:Find a way to display your papercut art.This could be by framing it,attaching it to a window,or simply placing it against a contrasting background.11.Practice and Experiment:As with any art form,practice makes perfect.Experiment with different designs,materials,and techniques to improve your skills and create unique pieces.Remember,patience and precision are key in papercutting.With time and practice,you can create stunning works of art that showcase your creativity and skill.。
MiniGUI 用户手册版本 2.0 修订号 4适用于 MiniGUI Ver 2.0.4/1.6.10北京飞漫软件技术有限公司2007 年8 月MiniGUI 用户手册V2.0-4版权声明《MiniGUI 用户手册》版本 2.0 修订号 4,适用于MiniGUI 版本 2.0.4/1.6.10。
版权所有 (C) 2003~2007,北京飞漫软件技术有限公司,保留所有权利。
无论您以何种方式获得该手册的全部或部分文字或图片资料,无论是普通印刷品还是电子文档,北京飞漫软件技术有限公司仅仅授权您阅读的权利,任何形式的格式转换、再次发布、传播以及复制其内容的全部或部分,或将其中的文字和图片未经书面许可而用于商业目的,均被视为侵权行为,并可能导致严重的民事或刑事处罚。
I目 录版权声明 (I)1 MiniGUI 增值版介绍 (1)1.1 MiniGUI 增值版简介 (1)1.2 MiniGUI 增值版产品文档 (2)1.3 MiniGUI 源代码以及示例程序 (2)1.4 产品光盘中的其他资源 (3)1.5 可选组件产品 (4)1.6 关于本手册 (5)2 MiniGUI 的配置、编译和安装 (7)2.1 编译时配置选项的生成 (7)2.1.1 在 GNU 开发环境中使用 configure 脚本进行配置 (8)2.1.2 非 GNU 环境下的配置 (14)2.2 MiniGUI 的编译时配置选项详解 (15)2.2.1 操作系统相关的选项和宏 (15)2.2.2 目标板相关的选项和宏 (16)2.2.3 运行模式相关的选项和宏 (17)2.2.4 图形引擎相关的选项和宏 (17)2.2.5 输入引擎相关的选项和宏 (19)2.2.6 键盘布局的相关选项和宏 (21)2.2.7 系统全局配置选项和宏 (22)2.2.8 输入法相关的选项和宏 (23)2.2.9 字符集和字体相关的选项和宏 (23)2.2.10 图像文件格式相关的选项和宏 (27)2.2.11外观风格相关的选项和宏 (27)2.2.12 控件相关的选项和宏 (28)2.2.13 其他选项和宏 (28)2.3 最小配置选项 (29)2.3.1 使用 GNU configure 脚本 (29)2.3.2 对应的 mgconfig.h (31)2.4 MiniGUI 的编译和安装 (42)2.4.1 GNU 开发环境中的编译和安装 (42)2.4.2 在非 GNU 开发环境中使用 cygwin 工具编译和安装 MiniGUI (42)II3 MiniGUI 的运行时配置选项 (46)3.1 配置文件 (46)3.1.1 system 段 (47)3.1.2 fbcon 段 (47)3.1.3 qvfb 段 (48)3.1.4 rawbitmapfonts 、varbitmapfonts 、qpf 、truetypefonts 和type1fonts 段 (48)3.1.5 systemfont 段 (50)3.1.6 mouse 段 (51)3.1.7 event 段 (52)3.1.8 cursorinfo 段 (52)3.1.9 iconinfo 段 (53)3.1.10 bitmapinfo 段 (53)3.1.11 bgpicture 段 (54)3.1.12 mainwinmetrics 段 (55)3.1.13 windowelementcolors 段 (56)3.1.14 imeinfo 段 (58)3.1.15 默认配置文件 (59)3.2 内建式配置选项 (63)3.2.1 ETCSETCTION 结构 (63)3.2.2 ETC_S 结构 (64)3.2.3 mgetc.c 文件清单 (65)3.3 配置示例 (68)3.3.1 只支持 ISO8859-1 字符显示的运行时配置 (68)3.3.2 指定不同的图形引擎和输入引擎 (69)4 在 Windows 平台上开发 MiniGUI 应用程序 (70)附录 A 常见问题及解答 (72)A.1 GPL 版本问题 (72)A.2 应用问题 (72)A.3 移植性问题 (73)A.4 编译问题 (73)A.5 输入引擎 (74)A.6 运行时问题 (75)A.7 常见错误信息 (76)附录 B 索引 (78)11 MiniGUI 增值版介绍1.1 MiniGUI 增值版简介MiniGUI ( )是根据嵌入式系统应用特点量身定做的图形支持系统。
Download demo project - 167 KbIntroductionWhat is DXF?Drawing Interchange Format (DXF) files enable the interchange of drawings between AutoCAD and other programs. DXF files can be either ASCII or binary formats. Because ASCII DXF files are more common than the binary format, CadLib uses ASCII DXF format.What is CadLib?The CadLib is not a Computer Aided Design (CAD) program. It is a tool for creating DXF files that are used in the CAD programs. It consists of two parts. One of them is a Dynamic Link Library to create the DXF file. The other part is the programming interface. It is a class that integrates the cadio.dll functions. It can be used in Microsoft Visual C++ projects. In addition, the cadio.dll can be used in other Win32 programs.Why use CadLib?In some programs, it is needed to create a drawing output for use in other programs such as AutoCad. For example, in a "Building Detail Sheet Generator Program", the program needs to create a drawing output. And the most standard format for communicating drawing data is DXF.DXF file structureThe DXF format is a tagged data representation of all the information contained in a drawing file. Tagged data means that each data element in the file is preceded by an integer number that is called a group code. A group code's value indicates what type of data element follows. This value also indicates the meaning of a data element for a given object (or record) type. Virtually all user-specified information in a drawing file can be represented in DXF format. (from AutoCad's DXF reference)A DXF file consists of some sections. Each section has some drawing data in itself. The CadLib uses the following sections:1.HEADER2.TABLES3.BLOCKS4.ENTITIESThe main reference for DXF file structure that is used for CadLib is the AutoCad's DXF reference. You can find more information about DXF file structure here.ClassesThe classes are interfaces between CadIO.dll and the main program. "Test" has come with CadLib to demonstrate how to generate a DXF file with CDxfFileWrite and CDrawing classes.CDxfFileWrite classCDxfFileWrite gathers all the commands needed to directly create a DXF file. Usage of CDxfFileWrite is as follows:1.Create the DXF fileCollapse | Copy Code2.Begin and end the HEADER section. It's here for compatibility with some CADprograms. Others work without having HEADER section.Collapse | Copy Code3.Begin the TABLES section and put the LAYER, LTYPE, STYLE, DIMSTYLEtable-types as many as you want and then close the sectionCollapse | Copy Code4.Begin ENTITIES section and put entities data (LINE, CIRCLE, SOLID, TEXT,ARC, POINT, DIMLINEAR) and finally close the sectionCollapse | Copy Code5.Close the DXF fileCollapse | Copy CodeCDrawing classCDrawing class has all the commands to create a drawing in memory and save it as a DXF file. Usage of CDrawing is as follows:1.Create the on-memory drawingCollapse | Copy Code2.Create new LAYER, LTYPE, STYLE, DIMSTYLE table-types as many as youwant.Collapse | Copy Code3.Make entities data (LINE, CIRCLE, SOLID, TEXT, ARC, POINT, DIMLINEAR,POLYLINE).Collapse | Copy Code4.Save data to a DXF file.Collapse | Copy Code5.Destroy CDrawing and free allocated memory.Collapse | Copy CodeLoading data from a DXF file1.Create the on-memory drawing.Collapse | Copy Codee LoadDXFFile member function to load DXF file into memory.Collapse | Copy CodeThat's all!ConclusionSince I am a Civil Engineer, I decided to write a program to generate a beam or columns detail sheet without the use of AutoCAD. I have written a program that, with a little data about beam or column, will create the detail sheet automatically. Output of this program is a DXF file and it can be shown in AutoCAD or it can be plotted with it. This program can save the time for drawing the detail sheet withAutoCAD. If you are an AutoCAD operator, you will understand the meaning of words that are used in this article, or if you are a programmer who wants to write a program to create DXF files, first you need a little knowledge about AutoCAD or the drawing programs such as is mentioned above. This code can be useful for programmers who need to create DXF files from their programs. CadLib is not the best one and also there are many commercial software for creating DXF files but they are not open source. Feel free to change the code. Your comments in regards to this article will cause the improvement of CadLib.History∙20 Dec 2002o First release of CadLib∙19 Jan 2003o Some bug fixeso Added Dimension-Line support. It's a combination of other entity commands like "Line" and "Solid"o Added BLOCKS section supporto Added Arc, Point and InsertBlock commands for ENTITIES sectiono Text command has been improved∙11 May 2003o Added CDrawing class to store drawing data in memory and change the data before saving it as a DXF file.∙28 June 2003o Added DXF read capability to CDrawing classo Some bug fixes of CDrawing class when writing data to a DXF file ∙22 Nov 2003 (CadLib Version 2.00)o Added Drawing View capabilityo Added PolyLine command (by Tran duy Dung)o Improved DXF loading speedo Some bug fixes of drawing memory management functions ∙24 Aug 2004 (CadLib Version 2.10)o Added ZoomExtents Functiono Improved Viewing functions to show Dashed Lineso Added "ChangeEntity" & "DeleteEntity" commandso Added Dimension view capabilityo Fixed a bug occures when viewing a rotated blocko Improved viewing of textsLicenseThis article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)About the Author。
a r X i v :0711.1345v 1 [h e p -p h ] 8 N o v 2007MPP–2007–166hep–ph/yymm.nnnnFeynEdit –a tool for drawing Feynman diagramsT.Hahn a ,ng b a Max-Planck-Institut f¨u r Physik F¨o hringer Ring 6,D–80805Munich,Germany b Rieslingstr.62,D–74343Lauffen November 8,2007Abstract We describe the FeynEdit tool for drawing Feynman diagrams.Input and output is done using the L A T E X macros of FeynArts,which also implies that diagrams drawn by FeynArts can be edited with FeynEdit.The L A T E X code can be conveniently transferred using copy-and-paste.1Introduction The FeynArts package [1]can paint Feynman diagrams and export them as L A T E X code,such that they can be included directly in publications.For example,the diagram 1234is represented by the L A T E X code\FAProp(0.,10.)(6.,10.)(0.,){/Straight}{0}\FALabel(3.,9.18)[t]{$1$}\FAProp(20.,10.)(14.,10.)(0.,){/Straight}{0}\FALabel(17.,10.82)[b]{$2$}\FAProp(6.,10.)(14.,10.)(0.8,){/Straight}{0}\FALabel(10.,5.98)[t]{$3$}\FAProp(6.,10.)(14.,10.)(-0.8,){/Straight}{0}\FALabel(10.,14.02)[b]{$4$}\FAVert(6.,10.){0}\FAVert(14.,10.){0}The elements of the diagram are easy to recognize and it is straightforward to make changes e.g.to the label text.It is less straightforward,however,to alter the geometry of the diagram,i.e.to move vertices and propagators.The new tool FeynEditfills this gap by allowing the user to copy-and-paste their L A T E X code of the Feynman diagram into the editor,visualize the diagram,modify it using the mouse,andfinally copy-and-paste it back into the text.2InstallationThe FeynEdit package can be downloaded from http://www.feynarts.de.Unpack the tar-file and run make,for example:gunzip-c FeynEdit-n.m.tar.gz|tar xvf-cd FeynEdit-n.mmakeThe package contains both the sourcefiles and the compiled Java byte-code.The actual Java program is FeynEdit.jar and the above make command only turns the jar-file into a regular executable by adding the script signature with the full path of the local system’s Java interpreter.On Windows with a Java Runtime installed(), FeynEdit.jar executes directly when double-clicked.3UsageThe editor is started by typing FeynEdit at the command line or by double-clicking on the FeynEdit.jar icon on Windows.The start-up screen is shown in Fig.1.The window is divided into an upper panel for the diagram display and a lower panel which shows the L A T E X code.To display an existing Feynman diagram,mark its L A T E X code with the mouse and paste it into the lower dialog box.Then press the button to display the diagram.Otherwise,start with an empty canvas and use the mouse to add elements.Whenfinished with editing,press the button to turn the diagrams into L A T E X code, then pick up the latter with the mouse and paste it(back)into your text.Just as in the Topology Editor of FeynArts,vertices are marked with red,propagators with blue,and labels with green squares.When clicking on a square,the corresponding entity becomes marked and the square is drawn a little larger.Propagators come in two varieties which have to be distinguished for editing purposes: tadpoles,with coincident initial andfinal vertices,and‘ordinary’propagators.The diagram can be edited with the mouse.Four editing functions are available:•Move vertices,propagators,and labels:Click on the corresponding box(red,blue, green)and drag it to the desired position.Figure1:The start-up screen of FeynEdit.•Draw tadpoles:Click on the‘footpoint’of the tadpole and drag it to the desired size and orientation.•Draw‘ordinary’propagators:Click on the starting point and drag to the end point.•Delete objects:Click on the square(red,blue,green)corresponding to the object you want to delete.When deleting a vertex,the propagators adjacent to this vertex are also deleted.When deleting a propagator,the corresponding label is also deleted. In the default setup,the left mouse button moves objects,the middle mouse button draws tadpoles,and the right mouse button draws propagators.The assignment of the mouse button can be changed in the Mouse Button Assignment menu(Fig.2,right panel).Following is an overview of all buttons:Interpret the L A T E X code and display the diagrams.Turn the edited diagrams into L A T E X code.Turn on Grid Snap,i.e.restrict a dragged object’s location to lie on a grid position (‘quantize’the drag movement).This is to aid the aligned placement of items.Figure 2:Left panel:The diagram pasted into FeynEdit and displayed.Right panel:The Mouse Button Assignment Menu in FeynEdit.Turn offGrid Snap,i.e.allow objects to be dragged to arbitrary positions.Move forward one diagram.For this button to become active,the L A T E X code must contain more than one diagram,separated by\FADiagram directives.Move back one diagram.Undo last change.Redo last undone change.Clear panel.Delete the currently marked entity.Copy the contents of the L A T E X panel into the copy-and-paste buffer.Paste the current copy-and-paste buffer into the L A T E X panel.Note that details of the diagram,such as line attributes and label texts,are neither displayed by the editor,nor can they be specified for new tadpoles and propagators.Thus, for example,a gluon line is not drawn as a cycloid.This is largely for performance reasons (think of dragging a gluon line)and may be added in a future version.At any rate,it is not a serious deficit because that information can easily be added in the L A T E X code.For instance,the line\FAProp(0.,10.)(6.,10.)(0.,){/Straight}{0}refers to a straight line.Simply changing“Straight”to“Cycles”makes it a gluon line. The next section gives all such details on the FeynArts L A T E X style.4Graphics Primitives in feynarts.styThe FeynArts style is included in a L A T E X2εdocument with\usepackage{feynarts}It makes three graphics primitives available with which Feynman diagrams can be drawn:•\FAProp draws a propagator,•\FAVert draws a vertex,•\FALabel places a label.In addition,it provides formatting/geometry directives:•\begin...end{feynartspicture}delineates a sheet of Feynman diagrams,•\FADiagram advances to the next diagram.Since feynarts.sty emits direct PostScript primitives,the interpretation of which is non-standard across PostScript renderers,it is guaranteed to work only with dvips.4.1GeometryA single Feynman diagram is always drawn on a20×20canvas.Several such canvasses are combined into a rectangular sheet which can optionally carry a title.See Fig.3for illus-tration.Such a sheet of Feynman diagrams is enclosed in a feynartspicture environment in L A T E X:\begin{feynartspicture}(s x,s y)(n x,n y)...\end{feynartspicture}This sheet has a size of s x×s y(in units of L A T E X’s\unitlength)with room for n x×n y Feynman diagrams.n y need not be an integer and the extra space implied by the fractional part is allocated at the top for the sheet label.Note that it is not possible to distort the aspect ratio of a Feynman diagram.If the ratio n x/⌊n y⌋is chosen different from the ratio s x/s y,the sheet willfit the smaller dimension exactly and be centered in the larger dimension.Inside the feynartspicture,the macro\FADiagram{dtitle}advances to the next diagram,which has the title dtitle.The size of dtitle can be changed by redefining\FADiagramLabelSize with one of the usual L A T E X font-size specifiers,e.g.\renewcommand\FADiagramLabelSize{\scriptsize}The default size is\small.4.2PropagatorsAll propagators are circular arcs in the FeynArts style.This includes conceptually the straight line as the infinite-radius limit.Propagators furthermore come in two variants: tadpole propagators,where the initial andfinal vertex coincide,and‘ordinary’propagators with distinct initial andfinal vertex.This distinction is necessary because the information that has to be stored is different for the two cases.The arguments of the\FAProp macro and their geometrical meaning are shown in Fig.4for both variants.Figure3:Geometry of a2×2feynartspicture sheet.x y\FAProp(f x,f y)(f x,f y)(c x,c y){g}{a}t x,t y) (f x,f y4.3VerticesVertices mark the points where propagators join.Each propagator has a counter-term order associated with it.\FAVert(x,y){o}o=···−3−223···4.4LabelsLabels are usually associated with propagators,but can in principle be set anywhere.They have a pair of coordinates and an alignment,given in the usual T E X manner,i.e.a code of up to two letters for vertical and horizontal alignment:{t=top,(empty)=center,b= bottom}⊗{l=left,(empty)=center,r=right},e.g.[t]or[rb].The alignment makes it possible to change the label’s text,in particular its width,without having to reposition the coordinates.\FALabel(x,y)[align]{text}5SummaryFeynEdit is a Java program for editing Feynman diagrams.It uses the L A T E X representation of FeynArts for input and output.Diagrams are entered into and retrieved from the editor through cut-and-paste with the mouse.This makes it unnecessary tofirst save the diagrams one wants to edit in a separatefile.The editor does not show details such as line styles and the actual labels.This is currently done for performance reasons.With the FeynArts L A T E X format,it is not difficult to change these elements later,however.The package is open source and is licensed under the LGPL.It can be downloaded from http://www.feynarts.de and runs on all platforms with a Java interpreter. AcknowledgementsWe thank M.Schmaus for significant help with the Java programming. References[1]T.Hahn,mun.140(2001)418[hep-ph/0012260].。