home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Science & Nature: Materials
/
Acorn_YITM_ScienceAndNature2_Materials.iso
/
_sci2
/
_armovie
/
documents
/
progif
< prev
next >
Wrap
Text File
|
1994-02-22
|
31KB
|
768 lines
The programmer's view of Acorn Replay
=====================================
Introduction
------------
The software for replaying movies resides in the directory !ARMovie (think
of it like a rather large system directory - currently about 640KBytes). The
!Boot file for !ARMovie sets up the computer to play movies:
- loads the iconsprites for the AE7 filetype
- sets File$Type for AE7
- sets the RunType alias for AE7 to point to the Player program
- sets ARMovie$Dir so that the Player program knows where it is
(there are dither tables and sound code in the directory)
- ensures the computer has ColourTrans loaded (in the RISC OS ROM or from
the system directory - any version will do)
After this, double clicking on an Acorn Replay Movie will play the movie on
the desktop. Just running the program at the cli will play it. A program can
do:
SYS"Wimp_StartTask","/"+"movie file name"
to play the movie.
The program !ARPlayer is a desktop viewer for replay files - it can display
the helpful sprite and allows desktop control of a few of the capabilities
of the Acorn Replay Player program. See the section on ARMovie$Dir below for
information on how to treat !ARMovie.
Note that the !ARMovie.Player program has to take over the entire machine in
order to get its work done. It consists of independent interrupt run
processes:
- file chunk loader
- master time 'conductor'
- video decompressor
- video frame refresh and dither
- sound player
- mouse event handler
The video sections of this code are custom assembled to suit the particular
screen mode etc.
The interrupt run processes are communicating using shared memory in the
ordinary virtual address space - a wimp task swap would be fatal... A large
amount is memory is required:
- double buffer for the file I/O (odd and even chunk size given in the
AE7 file header)
- double buffered queue of decompressed frames
- queue of sound chunks
The amount of memory required is at least:
"odd" chunk size + "even" chunk size + 320K
+ 48K (or more) if sound is to be played
+ 128K for dithering tables
(the video compressor program gives an accurate value)
The Player program can use more memory if it is available! It will (by
default) return with a textual error if there isn't enough memory.
A major limitation of the video frame refresh and dither section of the
program is that it uses word addressing in order to paint on the screen:
this results in the displayed section being somewhat to the left or right of
the desired position. With 32bpp it is accurate, but with 16bpp it can be 2
pixels out, 8 bpp 4 pixels, 4bpp 8 pixels, 2bpp 16 pixels, 1bpp 8 pixels.
The program rounds the pixel address to the word address to minimise the
total effect, thus making it 16bpp +/- 1 pixel etc.
ADPCM sound is Copyright 1992 by Stichting Mathematisch Centrum, Amsterdam,
The Netherlands. See notice at the end.
Simple Control
--------------
The Player program has some default controls in it:
Esc
The Esc key terminates a display sequence.
Menu (Mouse middle button)
The Menu button (also) terminates a display sequence.
Adjust (Mouse right button)
The Adjust button pauses video and sound while it is held down.
Other capabilities may be provided as icons by the calling program.
Parameters
----------
The Player program also accepts a list of parameters on the command line
after the Acorn Replay movie file. These are
-At <Number>,<Number>
Specifies the position of the bottom left corner of the replayed movie in
OS units x,y. Player will move the output display such that it is
entirely on screen, and may clip the bottom of the movie if it is still
too large. Note the comments above about precision of positioning the
output.
-Big
The Player program will try to make the movie as large as possible. It uses
the value in ARMovie$PrefBigMode to find an appropriate mode for playing
the movie. If ARMovie$PrefBigMode is not set, then it assumes "13;49;28".
Appropriate modes have eigx=eigy, 8 or more bpp OR eigx=2, eigy=1, 8 or more
bpp OR eigx=1, eigy=0, 8 or more bpp. An appropriate mode must exist in
ARMovie$PrefBigMode.
eigx=eigy=1 or 2: magnification 2
eigx=eigy=0: magnification 1
eigx=2, eigy=1: magnification 2x, 4y
eigx=1, eigy=0: magnification 1x, 2y
Larger magnification factors are more expensive in CPU terms, but may give
a better picture (for example, in combination with interpolation).
The -nomenu flag is overridden when -big is asserted.
-Explode <Dir$>
Player decompresses the specified section of the movie (-startat and
-playfor) and places the result as a sequence of frames in the directory
Dir$ with the following name for each frame:
FNZNUM(frame%DIV75DIV77)+"."+FNZNUM(frame%DIV75 MOD77)+"."+FNZNUM(frame%MOD75)
DEF FNZNUM(A)=RIGHT$("0"+STR$(A),2)
Frames start at zero. An RGB frame is stored as a p15 file (textual header
plus 5,5,5 R,G,B data held as uncompressed 16 bit values with R as bits
0-4, G as bits 5-9, B as bits 10-14). A YUV frame is stored as a p13 file
(textual header plus 5,5,5 Y,U,V data). This can take quite a while!
-Follow <file name> or "<file name>",<Number>
Specifies a "trajectory" file and optional trajectory step rate (which
overrides the rate specified in the file). The file contains a list of
origin positions which move the -at position in real time while the movie is
being played. The format of the file is:
ARMovie Trajectory 1
Comment line describing the trajectory
10 steps per second
M shapes
<shape description file names>
N instances
<instances>
M represents the number of shapes referred to in the trajectory. If is
non zero, then the following lines contain shape file names. Shapes are
referenced by integer numbers in the order they are referred to in the
trajectory file. Shape 0 is the default rectangle and does not need to be
defined.
N provides instances of the selected frame shape at a particular position,
for a given number of frame times. It is followed by N lines containing
this information:
<x>,<y>:<frame shape>;<repeat count>
as textual decimal numbers. <x> and <y> are in RISC OS graphics
coordinates and represent offsets from the -at position. <repeat count>
may be omitted in which case the line is used once only. <frame shape>
may be omitted if there is no list of shapes. The movie is played in each
shape at each position (positions changing at the step rate) until the
end of the list is reached when it restarts at the start of the list.
If the "file name" (of the trajectory file or of the shape) is not found,
then it will be looked for in the ARMovie directory.
Example: :6.armovie.fred -at "circle",50
-Leave
By default, Player removes the output from the display. If -Leave is
specified it will leave the output on the display when the program is
left (either by getting to the end or Escape/Menu). Leave state is forced
if the user exits by clicking on the CAPTURE/EXIT button.
-Loop
Player will loop back to the start of the movie when it gets to the end,
thus playing for ever. This overrides -playfor.
-Loop <number>
Player will loop back to the start of the movie when it gets to the end,
for the specified number of times.
Note that both forms of loop may have problems on a CD-ROM where access
time to move the head from finish to start might cause a break in the
sequence.
-Mode <number>|<string>
Player will change to this screen mode before playing (see also -Big,
ARMovie$PrefBigMode and ARMovie$PrefMode). On RISC OS 3.50, the mode may
be defined as a string of the following form:
-mode X320,Y256,C256,F60,EX2,EY2
X plus resolution, Y plus resolution are always required.
C plus number of colours (C2, C4, C16, C256, C32T, C16M) is optional and
defaults to C32T (16bpp) if not specified.
F plus frame rate: fastest available rate if not specified.
EX plus External to Internal Graphics X value (eigx),
EY plus External to Internal Graphics Y value (eigy), default to RISC OS
supplied values for the mode if not specified.
The , delimiter above can be any character other than <space> (even
<space> may be used when defining ARMovie$PrefMode or ARMovie$PrefBigMode).
No delimiter at all is also allowable. Parameters can be given in any order.
-Mouse <file>|<decimal address>
Player will call a supplied routine after a mouse initiated change. The
value supplied is checked to see if it is a valid decimal number (VALx$>0)
or it is treated as a position independent file which is loaded into memory
by Player at some quad word aligned address (determined at run time). The
routine is called immediately after a frame has been painted; the CPU is
in interrupt mode and the routine is entered with a BL. The registers
contain:
r0: address of state bits word:
bit 0: true if paused
bit 1: true if sound muted
bit 2: true if exiting
bit 3: true if single frame advance (which doesn't last long!)
bit 4: true if capture class exit (bit 2 true too)
bit 5: true if playing invisible frames (i.e. don't change screen)
bit 6: true if end of loop
r1: mouse x
r2: mouse y
r3: mouse buttons
r4: mouse button which changed (bit set for each button which changed)
r5: points to: nx
ny
number of colours
screen base address
rowbytes
number of rows
vertical expansion ratio
movie x
movie y
frames per second*100
r6: points to button data structure:
4 words per button being: left x, bottom y, right x, top y
buttons ordered: pause, exit, capture, single frame advance,
ffwd, half speed, quiet, loud, mute
r7..r12: nothing
r13: RISC OS Irq stack
r14: return address
If interrupts are to be reenabled, the routine *must* worry about being
called recursively. Returning as soon as possible is advised - playing
a movie can be quite short of processor time...
-Mute
Player starts up with sound initially turned off.
-NoAdjust
Suppresses the use of Adjust for pause.
-NoError
Suppresses all possible textual errors from the Player program. The
variable ARMovie$ReturnCode will contain the error.
-NoMenu
Suppresses the use of Menu for exit.
-Paint <file>|<decimal address>
Player will call a supplied routine after painting each frame. The value
supplied is checked to see if it is a valid decimal number (VALx$>0) or
it is treated as a position independent file which is loaded into memory
by Player at some quad word aligned address (determined at run time). The
routine is called immediately after a frame has been painted; the CPU is
in interrupt mode and the routine is entered with a BL. The registers
contain:
r0: points to: nx
ny
number of colours
screen base address
rowbytes
number of rows
vertical expansion ratio
movie x
movie y
frames per second*100
r1: movie base address on screen
r2: frame number of just painted frame
r3..r12: nothing
r13: RISC OS Irq stack
r14: return address
If interrupts are to be reenabled, the routine need not worry about being
called recursively - Player is in a semaphored area which will not be
reentered until this thread terminates. Returning as soon as possible is
advised - playing a movie can be quite short of processor time... Note that
the routine is only called when a frame is actually painted and this does
not happen if processor time is running short.
-Paused
Player starts up in paused state. It paints the first available frame in
order to show what's going on, but this isn't the frame indicated by
-startat (its actually the first frame of the same video chunk). If
-startat has been used there may be a short pause between the first
press of the pause button (or left mouse button) and anything actually
happening.
-PlayFor <Number>
<Number> represents a time in centiseconds: this amount of the movie is
played and the program exits. Note that Pause, fast forward, half speed
etc. do not affect this time limit - it represents a duration in frames
(or feet of the original film) rather than a time in the future.
If the number is zero, then just the initial frame is displayed, no sound
is played and double buffer reads are disabled.
-Quiet
Disables the sound permanently. (Unlike -Mute it cannot be turned back on
with the controls if they are provided)
-Relative
Changes button definitions such that the origin is relative to the -at
value rather than absolute.
-Shape <filename>
Describes a shape other than a rectangle for the output to appear in. The
format of the file is:
ARMovie Shape 1
A comment line to describe the shape
800 640 OS unit size of the shape (0,0,x,y)
Followed immediately by the entries, each of the form:
entry header:
byte 0: low 8 bits of dest X OS coord
byte 1: bottom 4 bits: high 4 bits of dest X OS coord
top 4 bits: low 4 bits of dest Y OS coord
byte 2: high 8 bits of dest Y OS coord
*Must* resolve to a mode 13 pixel (i.e. multiples of 4)
bottom left of dest = 0
byte 3: N: number of replay pixels to copy 0-255
followed by N entries of the form:
byte 0: low byte source X replay pixel
byte 1: high byte source X replay pixel
byte 2: low byte source Y replay pixel
byte 3: high byte source Y replay pixel
top left of source image = 0
There should be no surplus junk at the end of the file...
Replay source pixel (X,Y)s are black if the pixel doesn't exist in the
movie (e.g. because the movie is smaller than the shape). If Y=-1, then
X=-1 will be black and X=-2 will be white.
Replay always paints a mode 13 size pixel, so the destination OS coordinates
should be multiples of 4. The image position will be controlled by -at, so,
if you want a circle in the centre of the screen, the shape file should have
a circle whose minimum x and y is 0 and maximum the diameter.
-Silent
Starts playing with sound initially disabled.
-Small
If eigx=eigy=1, and there are 8 or more bits per pixel, -small plays the
movie without the normal 2:1 scale up.
-Speed <Number>
<Number> represents a speed up ratio: the movie is played faster or
slower than normal. For example -speed 2 or -speed 0.5 for twice speed
or half speed play. It is recommended that -mute is used at the same time
as -speed... No attempt is made to enforce speed ratios that the computer
can actually decompress, so use with care!
-Startat <Number>
<Number> represents a time in centiseconds: the movie is played from this
point. It can be very time consuming to reach a random point in a none
key frame movie, but Player can do it if necessary. Key frame movies
should only take a few seconds to start playing at any point.
-Track <Number>
<Number> selects which of the multiple sound tracks in the ARMovie file is
played. The track must exist.
In addition to those parameters, the calling program can specify the positions
of control buttons on screen. The Player program caters for buttons with the
following functions:
exit
capture exit (exactly like exit, but leaves pixel map on screen)
pause
single frame advance when in pause mode
fast forward
half speed
quiet (no sound)
loud (sound back on)
mute (toggle sound)
By default no button definitions exist except for pause, defined as the
whole screen: so by default a left click will pause the movie and another
will restart it. Buttons are defined with the initial character followed by
the bottom left corner i.e. E10,40 - this gives a default sized button of 32
OS units. E10,40,50 gives a square button of 50 OS units. E10,40,50,25 gives
a rectangular button 50 OS units wide, 25 tall. (-relative makes button
definitions relative to the -at position). Defining any button position will
remove the effect of the default pause button; use -NoMenu and -NoAdjust if
you need to prevent the other mouse buttons.
A typical command line might be:
<movie name> -loop -leave -startat 2000 -playfor 2000 -quiet E640,512 P0,0
case is irrelevant.
System Variables
----------------
There are several system variables which affect the Acorn Replay player
program:
ARMovie$ColourMethod
Normally the Player program finds the number of colours by reading the OS
Mode Variable 3 (NColour): values acceptable are 1, 3, 15, 63, 255,
65535, -1 signifying 1, 2, 4, 8 (fixed palette), 8 (variable palette), 16
and 32 bit per pixel modes. All is well for modes up to 8 bits per pixel,
however a RISC OS 3.1x (or earlier) with an externally upgraded graphics
system (such as the Computer Concepts ColourCard or State Machine G8) is
incapable of returning 65535 from this call: the programmers of the 16
bit screen modes of these cards have adopted a variety of approaches to
the problem(!). If NColour is less than 256, then Player checks Mode
Variable 9 (Log2BPP) and if this is greater than 3, uses it to compute
the 'correct' value of NColour. This method doesn't work for the Computer
Concepts ColourCard (it returns 3, i.e. 8 bit), so the !Boot file of
!ARMovie alters the check to Mode Variable 10 (Log2BPC). This area is
extremely nasty, but other checks may be possible by arrangement with
Acorn.
ARMovie$Dir
This is set by the !ARMovie application so that Player can get at its
resources - Player won't work without this variable! Applications should
only set this variable if it is not already set: for example, suppose you
wish to play a movie on filer_boot of your application and therefore need
to have Player work and have therefore included a copy of !ARMovie on your
disc. You should do:
IF "<ARMovie$Dir>"="" THEN Run <My$Dir>.!ARMovie.!Boot
This allows for new versions of the !ARMovie application to replace the one
on your disc by being seen first. IT WILL BE NECESSARY FOR THIS TO HAPPEN:
FOR EXAMPLE, NEW VIDEO HARDWARE WILL NEED NEW VERSIONS OF !ARMovie AND
Player.
ARMovie$ExtraArgs
Command strings to the Player program can exceed the 256 character limit,
so an additional set of arguments of up to 256 characters can be placed
in this system variable. After the Player program has read the value and
used it, it sets it to a null string.
ARMovie$Interpolate
This variable controls the Player interpolating missing pixels in 8, 16 and
32 bit per pixel screen modes. There are three possible forms for setting
the variable:
(a) set to a string containing limit numbers: a,b. The number a is the
maximum number of pixels per second which can be bilinearly interpolated
on the machine; the number b is the maximum number of pixels per
second which can be horizontally only linear interpolated on the
machine. For example 'Set ARMovie$Interpolate 256000,512000'
This allows the interpolation setting to depend on the movie being
played. All interpolation can be turned off by setting 0,0.
(b) set to a single character. This is equivalent to setting the
value to '1024000,2048000' (if the bpp is 16 or 32) or '256000,512000'
(for 8bpp). In 16 or 32 bpp, for most movies bilinear interpolation will
be used (up to 320x256x12.5fps) and then horizontal only will be used
(up to 320x256x25fps). For 8bpp only small/slow movies will get bilinear
interpolation. For example 'Set ARMovie$Interpolate .'
(c) unset (i.e. the default for the machine) or set to no characters.
This is equivalent to setting the value to '128000,512000'. For
very small or slow movies bilinear interpolation will be used, but
for most movies (up to 160x128x25fps) horizontal only will be
used.
The following interpolation routines are available:
In 8 bit modes, if xeig=yeig=1 or -big is used (i.e. mode 28 or -big)
when playing YUV movies (of any compression format), then bilinear
interpolation of the Y channel can be done. This uses a lot of cpu power, so
this feature should only be used on more powerful machines playing slower
movies.
In 16 bit modes, if xeig=yeig=1 *or* xeig=yeig=2 with -big *or*
xeig=2,yeig=1 with -big *or* xeig=1 and yeig=2, horizontal only
interpolation can be done (and is on by default), whatever the colour space
of the movie and whatever compression method is used (it costs a small
amount [5 F cycles per interpolated pixel] to do it at 16bpp). Bilinear
interpolation can be done whatever colour space and compression method the
movie has.
In 24 bit modes, if xeig=yeig=1 *or* xeig=yeig=2 with -big *or*
xeig=2,yeig=1 with -big *or* xeig=1 and yeig=2, horizontal only
interpolation can be done (and is on by default), whatever the colour space
of the movie and whatever compression method is used (it costs very little
[1 F cycle per interpolated pixel] to do it at 24bpp). Bilinear
interpolation can be done whatever colour space and compression method the
movie has.
Interpolation is not available for -shape definitions (and thus for some
-follow trajectories).
ARMovie$Place
Contains the position on screen where the player will put the movie as
<leftx> <bottomy> - for example *set ARMovie$Place 640 512
Controlling programs must set this immediately before running the movie.
Value is only used if -At parameter is not given.
Use of this method is deprecated in favour of using -at.
ARMovie$PrefMode
Used by the machine's owner to get the movie to display in a different
mode to the current one. For example, a user may like working in a very
high resolution mode with a low number of colours. Player can display
movies in such modes but they don't look good, so the user can set
ARMovie$PrefMode to an alternative mode. Note that the user won't be able
to see the buttons.
See -mode for a description of the after RISC OS 3.50 syntax.
ARMovie$PrefBigMode
Used by the machine's owner to set a list of modes to use the -big
display. The modes must be in order of ascending magnified size in
the X direction - the first mode whose magnified number of X pixels is >=
to the number required by the movie will be used, or the last mode of
all. Each mode has to have square pixels: eigx=eigy; or have eigx=2,
eigy=1, or eigx=1, eigy=0 (see -big for list of magnification factors for
particular eig values). It can be 8, 16 or 32 bpp and can be any size.
The list is separated by ';' characters.
The best setting for ARMovie$PrefBigMode depends on your machine. See
'PrefBig' for a more detailed (but by no means exhaustive) list. The
default setting is "13;49;28".
See -mode for a description of the after RISC OS 3.50 syntax.
Before RISC OS 3.50 example setting:
*set ARMovie$PrefBigMode 49;28
After RISC OS 3.50 example settings:
(TV standard monitor)
*set ARMovie$PrefBigMode x320,y256,c32t,ex2,ey2;x384,y288,c32t
(VGA monitor)
*set ARMovie$PrefBigMode x320,y480,c16m,ex2,ey1;x480,y352,c16m;x640,y480,c32k
ARMovie$Suffix
Used by the machine's owner to preselect different versions of the
movie if they are available. For example, if one knows that one's machine
can only manage 12.5fps movies, *set ARMovie$Suffix to 2 and Player will
preferentially play the 12.5fps movies. See the file on AE7 file naming
conventions.
ARMovie$4Colour
If this variable is defined, then square pixel hi-resolution (e.g. mode 27)
displays will be done in colour, provided a lookup table has been defined.
The quality of this is not wonderful, particularly in the red/magenta area
of the colour space, because these colours are missing from the default
RISC OS colour palette.
The program 'Make4col11', in the !ARMovie.MovingLine directory, will make
the appropriate lookup tables for the current palette: this does take
some time... The !ARMovie directory needs to be on a writeable file
system in order for the extra files to be written to it.
The program 'Make8Col11', in the !ARMovie.MovingLine directory, will make
the appropriate lookup tables for the current palette of a 256 colour mode
and takes even longer... If the Player cannot find the palette information
for an unknown set of 256 colours, it will play in monochrome.
Some system variables are used by Player to return information to the calling
programs:
ARMovie$Pause
Player sets this to 0 if the movie was playing when it exited, 1 if it is
paused on exit. This, plus the use of -paused, allows pause state to be
preserved between the applications and the Player program.
ARMovie$Return
Player sets this to the actual position on screen of the video information.
If -leave has been set or use user has exitted Player using the CAPTURE/EXIT
button, this is the section that has been 'dirtied' and should be repainted
by the window manager. It is set to
<leftx> <bottomy> <rightx> <topy> <C>
where the <C> is present only if the user has pressed CAPTURE/EXIT.
ARMovie$ReturnCode
If -NoError has been set, this will contain the textual error message.
It will not exist if there was no error.
ARMovie$Sound
Player sets this to 0 if the sound has been disabled by clicking on
one of the icons, 1 if it is enabled. This, plus the use of -mute,
allows sound on/off state to be preserved between the applications and
the Player program.
ARMovie$Time
Player sets this to the number of centiseconds of movie which have been
played. Note that (like -playfor) this refers strictly to the amount of
the movie, not the total elapsed time: playing a movie and playing the
movie pausing every frame for an hour will end up with the same value
for ARMovie$Time.
ARMovie$Version
Player sets this to its version number and date string.
Acorn Replay Icons
------------------
The !ARMovie application has already *iconsprite'd the icons for the AE7
filetype into the window manager's icon pool - you should not include them
(or any other system icons...) in your application's own !Sprite files.
A standard set of icons is made available for the buttons used to control
the player. They are in <ARMovie$Dir>.Sprites (plus Sprites22 and Sprites23
using the RISC OS 3.00 discipline for alternative resolutions). This gives
all eight buttons with names 'exit' 'pause' 'single' 'fast' 'half' 'quiet'
'loud' and 'mute'. In addition, there are 'play', 'pplay' (pushed play) and
'playbig' buttons to complete a control panel.
Applications wishing to use the button set should load (check for failure)
the sprite file into their own sprite area (rather than *iconsprite'ing
it - the definitions use up quite a bit of memory).
If you wish to use your own icons for control buttons (for example, you
want the buttons to be a different size) then please ensure that the
buttons appearance (especially the shape of the glyph design) is close to
the standard ones.
The sprite file <ARMovie$Dir>.Default contains the default sprite used by
the !ARMovie program to indicate that an ARMovie file can be dragged there.
Not done yet
------------
The player does not, in fact, respond to double speed and half speed play
buttons (h and f).
File IO Access Resource file
----------------------------
The method by which the Player program accesses the ARMovie file can be
altered. The file "<ARMovie$Dir>.Access" contains a list of the file root
pathnames and an associated access method. For example:
ADFS::HardDisc4 32
CDFS: 0
SCSI: 1
SCSI::Fred 64
The text, up to the first space, is matched against the left of the filename
- if it is identical (including case) then the access method specified is
used. Note that this allows the different access methods for different discs
on the same filing system and for different sections of the same disc. 0 is
used by default. There can be any number of spaces between the string and
the access method.
The access methods defined so far are:
0: double chunks if possible, single chunks if not enough RAM
1: single chunks
2-256: n K sub blocks of single chunks
257-512: ditto, but rounded up to 2K values
513-1024: ditto, but rounded up to 4K values
1025: next different method
Note that access methods 1-1024 produce faster start up times (since only a
single chunk is read) and use less memory (note that 2-1024 use the same amount
of memory as 1 since the whole chunk must still be read). But they do require
much faster access times - access=2 especially - compared with 0. The
supplied default file is:
SCSI: 1
ADFS: 128
ADPCM sound copyright notice
----------------------------
ADPCM sound code was implemented by Mark Taunton of Acorn Computers using
original code supplied with the following notice:
Copyright 1992 by Stichting Mathematisch Centrum, Amsterdam, The
Netherlands.
All Rights Reserved
Permission to use, copy, modify, and distribute this software and its
documentation for any purpose and without fee is hereby granted,
provided that the above copyright notice appear in all copies and that
both that copyright notice and this permission notice appear in
supporting documentation, and that the names of Stichting Mathematisch
Centrum or CWI not be used in advertising or publicity pertaining to
distribution of the software without specific, written prior permission.
STICHTING MATHEMATISCH CENTRUM DISCLAIMS ALL WARRANTIES WITH REGARD TO
THIS SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS, IN NO EVENT SHALL STICHTING MATHEMATISCH CENTRUM BE LIABLE
FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT
OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.