![]() The operator, add, subtract, multiply or divide, may be chosen by toggling the associated soft key. ![]() These are labeled First Source and Second Source, and may be chosen by turning the aptly-named Multipurpose Knobs a and b. Dual Waveform Math, as its name implies, performs any of the four basic arithmetic operations - add, subtract, multiply and divide - on any of two waveforms that are present at the analog inputs or reference channels. If the soft key that is directly below Dual Waveform Math is pressed, the applicable vertical submenu appears to the right of the display, each item, in turn, having an associated soft key. Each of these selections has an associated soft key directly below it. The available menu selections are Dual Waveform Math, FFT, Advanced Math, Label and Auto-Scale. For example, if the Math button has been pressed while one or more of the analog input channels is active, the Math menu appears across the bottom of the display. The menu system consists of a front-panel menu button that, when pressed, displays a menu for the desired function. Here is a survey of those in a typical contemporary instrument: Modern-day Tektronix MDO3104 flat screen oscilloscope. Most major digital storage oscilloscope models have similar controls. Many of the buttons have diverse functions as well, or serve only to open a menu that appears across the bottom of the display.Ī row of soft keys (this is industry-wide terminology) activate menu selections, which vary depending upon the operation that has been chosen by the user. It typically employs multipurpose knobs that are contextual, performing multiple tasks depending on the menu item that is active. ![]() Our contemporary digital oscilloscope has far fewer front-panel controls. In the modern digital instrument with a flat screen, there is no focus knob, as required for the CRT with its beam of electrons traveling the length of the tube. ![]() You're there to learn to put the pieces back together again-like no one else matters.Early analog oscilloscopes had a vast number of front panel controls, mostly knobs that had to be endlessly twirled and tweaked to obtain and maintain stable waveforms on the screen. The game's atmosphere may not deliver on its stated promise, but it does get one thing right: You're not there to mourn lost love. Those are the relationships that don't last, because they shouldn't last. Maquette isn't a game about relationships it's a game about the ways we change ourselves to be in relationships. But by the end, watching a sunflower spring to life as the game's final metaphor, nearly all was forgiven.Īnd that's really the thing. Can you walk into the microcosm, which would save huge amounts of time instead of running around ferrying items from one side of the square to the other? Apparently! Worse, I managed to break the game twice with my own incompetence early on, dropping crucial items in inaccessible places and forcing a reset back to the chapter's beginning. Maquette never really explains anything beyond how to pick up and manipulate an object, which leads to some fundamental confusion in early chapters. Meanwhile, the puzzles become both more varied and more clear. You move outside the microcosm's walls, and game studio Graceful Decay establishes some playspaces that feel less dogmatically recursive, more free, more fitting for Kenzie's spirit. You're not there to mourn a relationship as much as you are to help Kenzie redraw her own world. After some early monotony-shrink key, enlarge orb, repeat-the game recovers some wonder in its later chapters.
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