Pathway Pathport User Manual

Pathport Manager User’s Guide
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Pathport Manager User’s Guide

Table of Contents

Table of Contents..................................................................................................2
Installing Pathport Manager..................................................................................3
Setting up your PC................................................................................................9
Starting up your Pathport System.......................................................................14
Running Pathport Manager for the first time:......................................................18
An Introduction to Pathport Manager..................................................................23
Getting Started with Pathport Manager...............................................................25
Advanced Network Setup ...................................................................................27
Pathport Manager's Internal Windows ................................................................29
Creating Universes .............................................................................................36
Building Merges and Backups ............................................................................44
Using Universes..................................................................................................57
Toolbar Commands ............................................................................................58
System Requirements.........................................................................................61
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Pathport Manager User’s Guide
INSTALLING PATHPORT MANAGER
Windows: From CD
If your computer supports Autorun, simply place the Pathport Manager CD in your CD-ROM, and the installation procedure should begin. If it does not, double click on the "pm3inst.exe" file in the root directory of the CD to begin.
From a downloaded file: Download the pm3inst.exe file. From Windows Explorer, run the file, starting the installation program. Once the installation starts, a number of screens will guide you through the
installation process. Screen 1:
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Pathport Manager User’s Guide
Pressing "Next" will begin the installation process. Screen 2:
Screen 2 of the installation will prompt you to specify a folder location for the installation of Pathport Manager. If you are unsure of where to install Pathport Manager, it is recommended that you install Pathport Manager in the location specified by the installer .
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Screen 3 allows you to specify where you would like shortcuts created for launching Pathport Manager. The default action is for the installer to create a new program group within the Windows Start Menu containing the Pathport Manager launcher. You can also specify that icons be added to the desktop, or that the launcher be placed in an existing program group.
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The fourth screen is a summary of all of the configuration options given to the installer. If you wish to change any options before proceeding with the installation, you may click the Previous button to go back to the last screen. If all of the options are correct, clicking the Install button will complete the installation.
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As Pathport Manager is being installed, the installer will display its' progress. Pressing Cancel at any time during this phase will stop the installation and clean-up any installed files. This process can take a few minutes, so it is important to be patient while the installer is working.
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Once the program is installed, the installer will notify you that the process was successful, and will review where the program was installed. Pressing Done will finish the installation.
You are now ready to launch Pathport Manager.
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Pathport Manager User’s Guide

SETTING UP YOUR PC

From the factory, Pathports are configured to search the network for Pathport Manager to receive their first boot settings, as well as the latest operating software.
The first step in getting the system up and running is to configure your computer's network connection for Pathport traffic. It is recommended that the Pathport network be configured to operate on the 10.x.x.x. class A internal subnet. This ensures that the data sent out by Pathports is not automatically routed onto public networks. For Pathport Manager to function correctly, the network interface used to communicate with the system must be addressed and configured to operate within this subnet.
If you are an advanced network user you can jump immediately to Advanced Network Setup or Starting Your Pathport System
If you are not sure if you are an advanced user, the following instructions will help you set up your computer with the settings most likely to work - the first time. The settings may be changed as necessary in the future, but will guarantee a smooth initial startup.
First, please select your operating system for instructions on setting up your computer's network interface:
Windows XP Windows 98 Windows 2000 Mac OS X Linux
Windows XP Users: Choose <START><CONTROL PANEL> to open the Windows XP Control Panel. Select "Network Connections" Under " LAN or High Speed Internet", double click "Local Area Connection" When the "Local Area Connection Status box pops up, click the "Properties"
button. Select the "General" tab, then select "Internet Protocol (TCP/IP)".
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Click the "Properties" button. Select the "Use the following IP address" radio button, and specify 10.0.0.5 as
the IP address. Specify 255.0.0.0 for the subnet mask. Do not specify any addresses for the DNS options. These are unnecessary for
Pathport Manager. Click the "OK" button to complete the setup process. You should now Start Pathport Manager.
Windows 98 users: Choose <START><SETTINGS><CONTROL PANEL> to open the Windows 98
Control Panel. Select "Network" Select the "Configuration" tab. In the list if network components, select " TCP/IP ->[your network card]", then
click the "Properties" button. NOTE: If the TCP/IP option does not exist for your network interface, click the
"Add" button, and install the TCP/IP protocol. (Located in the "Microsoft" list of protocols.). After installing the protocol, Windows will ask for your Windows installation disks, and will also require a system re-boot. After this is complete, just follow these instructions again to set up the interface.
In the TCP/IP properties dialog that pops up, select the "IP Address" tab. Select the "Specify an IP address" radio button, and specify 10.0.0.5 as the IP
address. Specify 255.0.0.0 for the subnet mask. Click the "OK" button. You should now Start Pathport Manager.
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Windows 2000 users:
Choose <START><SETTINGS><NETWORK AND DIAL UP CONNECTIONS> to open the network configuration dialog.
Select the connection named "Local Area Connection", and from the File or Right-Click menus select "Properties".
Select the "General" tab, then select "Internet Protocol (TCP/IP)". Click the "Properties" button. Select the "Use the following IP address" radio button, and specify 10.0.0.5 as
the IP address. Specify 255.0.0.0 for the subnet mask. Do not specify any addresses for the DNS options. These are unnecessary for
Pathport Manager. Click the "OK" button. You should now Start Pathport Manager. Mac OS X Users: From the Dock or in the Finder under "Applications", open "System Preferences". Under "Internet and Network", Open "Network" Select the "TCP/IP" tab. In the drop-down box labelled "Configure", select "Manually" In the box labelled "IPaddress", enter 10.0.0.5 In the box labelled "Subnet Mask", enter 255.0.0.0 Click the "Apply Now" button to complete the changes. You should now Start Pathport Manager.
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Linux Users:
As root, enter the following: ifconfig eth0 down
ifconfig eth0 netmask 255.0.0.0 10.0.0.5 ifconfig eth0 up
Where eth0 is the name of your network interface. You should now Start Pathport Manager.
STARTING PATHPORT MANAGER
When Pathport Manager runs for the first time, it locates Network Interfaces present on the host computer and binds to the first interface found. This may not guarantee that Pathport Manager chooses the correct interface connected to your Pathport network( as configured previously). To change the network interface Pathport Manager uses, select Options -> Pathport Communications-> Set-Up on the Menu bar:
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The Pathport Communications Setup panel will pop up:
If "10.0.0.5" is not listed in the Local IP Address box, enter it and click OK. Note: Depending on the operating system being used, it may be necessary to re-
start Pathport Manager before Pathport Nodes are discovered. Once Pathport Manager has been set up to communicate using the correct
network interface and IP address, you can now start your Pathport System for the first time.
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STARTING UP YOUR PATHPORT SYSTEM

From the factory, Pathport nodes are configured to continually re-boot until they receive new IP addresses and operating software from Pathport Manager. This is to prevent mismatched software versions, as well as conflicting network addresses.
IP Addresses: Every device on a Pathport network ( or any IP network) must be assigned a
unique IP address. This address acts as a unique identifier for a device as long as it is connected to a given network. Many networks are configured with servers that assign these addresses dynamically to help reduce the chance of two devices having the same address. Pathport nodes rely on being configured by such a server the first time they are run. When run in Windows, Pathport Manager contains one such server, called a "BOOTP Server".
Firmware Uploads: Pathport nodes also rely on a special server to provide them with operating
software the first time they are run. This server uses a protocol called TFTP ( or Trivial File Transfer Protocol) to send the firmware file to the nodes. Within Pathport Manager, a TFTP server is programmed to search within the "firmware" folder for the firmware file that the Pathport requests - normally a file named "ppimage.bin". This file is required in order to start the Pathports.
Starting the Pathport Nodes (Windows Users only):
1. Start Pathport Manager.
2. Make sure your Pathport nodes are not connected or not powered up.
3. Next, make sure you have set up your PC's IP address correctly within Pathport Manager.
4. From the Options Menu, select "Pathport Communications" , then "Enable Firmware Uploads" . A checkmark will appear in the box within the menu item:
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Pathport Manager User’s Guide
5. Re-start Pathport Manager to enable the servers.
6. Configure the BOOTP server by selecting "Pathport Communications" , then "Configure Bootp Server:
7. The Bootp Server window will open:
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Pathport Manager User’s Guide
8. Make sure that your PC's IP address is correctly noted in the "Local IP" box. If it is not, enter it and press enter. The Pathport will use the Local IP parameter to find out where to request firmware from.
9. Enter an IP range that does not include your PC's IP address. For example, if your PC's IP address is 10.0.0.5, you should enter 10.0.0.101 into the Address Range Start box, and 10.255.255.254 into the Address Range end box.
10. If your network contains multiple subnets connected by a router, you can also specify a subnet mask and a default gateway to facilitate routing.
11. Once you have configured these parameters, click "Exit".
12. Connect your Pathport network and power up your nodes. They should all boot normally and show up (after a few seconds) in Pathport Manager's network tree view. The nodes will appear as green icons with green text denoting that they have not already been added to the show.
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13. Once all of your Pathports have started, you can disable the servers for future runs of Pathport Manager by de-selecting "Enable Firmware Uploads" from the "Pathport Communications" item within the tools menu.
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Pathport Manager User’s Guide

RUNNING PATHPORT MANAGER FOR THE FIRST TIME:

The first time Pathport Manager is run, the program will require that an administrator account be created. A message box will pop up to notify you of this process.
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Pressing OK will bring up the "Manage Users" dialog:
To create an administrator account, simply enter a user name, then a password. You will need to verify the password as well. This will be your login for future versions of Pathport Manager.
NOTE: As of the writing of this manual, security and user management has been temporarily disabled. All features will be available to all users of Pathport Manager, regardless of administrator status. This will be changed for version 3.0.1 and higher.
Once all of the first run items have been completed, the main Pathport Manager window will open:
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Pathport Manager User’s Guide
When Pathport Manager starts, it automatically queries the network for all of the connected Pathports. It then queries each unit for its' configuration information. If Pathport nodes are detected on the network, "On-line" will appear in the bottom­right corner of the window.
Pathport Manager's automatic discovery process should be visible in the Network Tree. If there is no visible activity in the Network Tree, or if it remains empty, this is a sign that there is a problem with the network setup. Please check your network settings and re-start Pathport Manager.
If all of the connected Pathports are visible in the Network Tree, Pathport Manager is now ready for its' first use.
When the program is first run, a default show file, called FirstTime is loaded. This show file contains a number of Pathports that will not be present on the network. The first step in setting up the system is to remove all of these nodes from the show. To do this, right-click on any node in the Show Tree, and select "Remove All Nodes From Show". A dialog box will pop up to ask for confirmation. Click "OK".
The next step is to add all of the connected Pathports to the show. This is done by right-clicking any node in the Network Tree, and selecting "Add All Nodes To Show".
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Once all of the nodes are added to the show, it is important that each DMX input port is assigned a unique xDMX source address. (Overlapping sources will cause flickering and data contention).
DMX input mapping is set up within the input map frame. To change an input's source address, simply click the input port anywhere it appears, and drag it to a different source within the xDMX Source tree.
If inputs are overlapping, Pathport Manager will replace the icon of the problem source with a notification icon.
When a source is OK, a corresponding universe will appear in the Patch Frame.
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To connect an output to a source simply drag an output port to a universe and drop it on top of a universe.
The last step is to clear the existing patch information from the nodes. The Pathports are shipped patched to the default configuration, which allows for out­of-the-box performance without the need for Pathport Manager. This patch HTP merges all A inputs and connects them to all A outputs, and all B inputs to all B outputs. This is done via the "Quick Patch" system.
If this configuration is not desired click the "Clear Patch" button on the toolbar. This will unassign the default patch and make the system ready for new patches. When the patch is cleared, all output ports will be moved to the "Available Outputs" window. To disconnect a single output, you can also drag it from the universe it is assigned to (within the Patch Frame) and drop it onto the "Available Outputs" window.
The system is now ready for operation.
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Pathport Manager User’s Guide

AN INTRODUCTION TO PATHPORT MANAGER

Introduction

Welcome to Pathport Manager 3! This software will provide you with a powerful yet easy-to-use tool for managing, configuring, and testing your Pathport system. Pathport Manager and your Pathport system will help you efficiently manage lighting control data throughout your facility.
How does it work? A Pathport system is a data manager that utilises a distributed network of
devices that are capable of adding data to, or reading data from the network. Because the system is distributed, every device has access to all of the information being carried on the system, and can be configured to use the data differently than any other device on the system. The ability of every device to individually process data provides the amazing power of Pathport.
By distributing the processing of network data, a Pathport system is able to grow and re-configure to meet the changing needs of a facility with the minimum possible effort and expense.
No really, how does it work?!? Every DMX input port or Pathport Alliance controller adds control data to a
32768 channel universe of xDMX channels on the network. These channels are added in blocks of 512 channels called "Sources".
Output ports, or controllable Pathport Alliance devices, can then be configured to read individual or multiple channels from the xDMX universe, and use them in a particular way. Just like most DMX512 devices can be patched to an individual DMX channel, every output channel on every Pathport DMX output port can be patched to an individual xDMX channel.
Patching is done by creating "Universes" within Pathport Manager. A universe is meant to be the complete grouping of xDMX channels that a Pathport DMX output port sends to all of the equipment that is connected to its DMX output. A Universe may be the entire DMX data stream from a single controller, or a complex combination of DMX levels from a number of sources. Once a universe is created, regardless of its complexity, an output port can then be configured to send that universe as DMX data by patching it within Pathport Manager.
Entire DMX universes can be patched without having to painstakingly construct universes from scratch. Whenever an input is configured to place its DMX
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Pathport Manager User’s Guide
channels at a given xDMX source address, a universe is automatically created for those channels, saving a great deal of time.
What about merging and prioritizing? Pathport universes can be created using a priority system that allows up to 8
xDMX channels to be patched to a single DMX output channel. Each xDMX channel patched to an output channel has a priority level associated with it that tells the Pathport how to handle each channel. If two or more channels have an equal priority, they will be HTP merged. If the priorities are not equal, the active xDMX channel with highest priority will be processed and sent as DMX.
Configuration? Pathport Manager is aware of all Pathport nodes and Pathport Alliance devices
on the system. Pathport Manager knows all there is to know about Pathports, and allows you to change a vast number of configuration options. Changing these parameters has all been grouped in the Pathport Properties box. Everything from advanced IP parameters to DMX output port speed can be configured from there.
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GETTING STARTED WITH PATHPORT MANAGER
If you've plugged your PC into your Pathport network and the available nodes appear in your Network Tree in Pathport Manager, you are ready to start using Pathport Manager right away. If you don't see any nodes, you ll have to be a bit more patient and carry on with Setting Up your Computer.
If you can see nodes in Pathport Manager's Network Tree, here's what you need to know for a quick start.
You will see 5 windows on your initial start up: System Tree Pathport Properties Input Map Patch Available Output Ports
The System Tree indicates your connected network and nodes, and your show is the configuration of nodes you want to use at this time. Shows can be saved to disk for future use or backup and archiving. To configure or patch Pathport nodes, they must have already been added to your Show. Right click on any node in the Network section of the System Tree and select "Add All Nodes to Show". Now you will be able to patch and configure your nodes.
The Input Map will show how all of the Input ports (DMX Sources) connected to your system are configured.
The Patch window shows all of the possible xDMX or "Quick" Universes generated by DMX sources in your show. This will also show how all of the Output Ports are currently configured.
NOTE: As of the writing of this manual, Pathport Manager will not import the patch from a system on first run. If a system has been patched previously to custom universes, the previous show file must be loaded in order to view the current patch.
The "Available Output Ports" window displays all of the un-patched Output Ports in your show. They disappear from this window and reappear in the Patch window when patched.
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To patch your nodes:
1. Click and hold on the universe you wish to patch in the Patch window.
2. Drag it over to the Available Output Ports window, until it's over the port that you wish to connect to.
3. Let go. The output port you have chosen will disappear from the available output ports window and reappear in the Patchwindow.
4. Alternatively, you can drag an Output Port to the DMX Universe you want to patch to.
Either method achieves the same result. Use the one that suits you best. To Label Nodes:
1. Click on any node in the Show section of the System Tree.
2. A Pathport graphic representation will change to reflect yur selection.
3. Right mouse click on the LCD display in the illustration and select "Properties" in the popup menu. A properties frame will pop up.
4. Enter a new node name in the "Node Name" box and press enter.
5. You can also select each of the port tabs to access parameters for each port, including port name, DMX Speed, and others.
Quick Configuration Tip!
Pathport nodes are shipped with a Quick patch that does not require configuration from a PC. This can be used to quick start a system or troubleshoot an installation.
If Pathport nodes have not been patched by Pathport Manager, they will default to an A->A, B->B patch. That is, any active DMX source (console or tester) that is plugged into the A port of a Pathport Input node, will automatically be routed to all Output node A ports. Similarly, any B input port will automatically be routed to all Output node B ports. If a second source is plugged into another A input port when a valid DMX source is connected to an A input elsewhere, the A sources will be HTP merged by the system. Any B input port will operate in the same way. Both A and B may have up to 8 active sources each, at any time.
There are 64 Quick Universes available within Pathport Manager, each having the same rules as above. By default, all A ports are patched to Quick 1 and all B ports are patched to Quick 2.
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ADVANCED NETWORK SETUP

Pathports and Pathport Manager are capable of living on any subnet, public or private. However, use of Pathports on a public network is not recommended due to large traffic volumes created by the Pathport. Due to varying complexities in computer and network configuration and setup, Pathport Manager may require additional setup before it is ready to communicate with a Pathport Network.
Using Pathport Manager with multiple Network Interfaces:
Pathport Manager is capable of running on a computer with multiple network interfaces. Due to operating system and routing limitations, however, Pathport Manager is only able to communicate with Pathport networks on a single interface at any time.
When Pathport Manager runs for the first time, it locates Network Interfaces present on the host computer and binds to the first interface found. This may not guarantee that Pathport Manager chooses the correct interface connected to your Pathport network. To change the network interface Pathport Manager uses, select Options -> Pathport Communications-> Set-Up on the Menu bar:
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The Pathport Communications Setup panel will pop up:
To set the correct network interface enter the IP address of the network interface connected to the Pathport network in the Local IP Address box, then press the OK button. Pathport Manager will attempt to discover all of the Pathport nodes on the new interface as soon as the panel is closed.
Note: Depending on the operating system being used, it may be necessary to re­start Pathport Manager before Pathport Nodes are discovered.
Use of Pathports and Pathport Manager with a BOOTP server: Many operating systems rely on the use of Dynamic IP allocation for configuring
Local Area Network connections. If Pathports and Pathport Manager are used with an external BOOTP server, Pathport Manager's saved local IP address parameter may become 'out of sync' with the IP address assigned to the machine. If no nodes are discovered after re-starting your machine ( but they were discovered previously) it is likely that your PC's IP address, or the IP address of your Pathports may have changed. To remedy the situation, first verify the computer's IP address, then enter it as outlined above.
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PATHPORT MANAGER'S INTERNAL WINDOWS

Pathport Manager's main window consists of a number of internal panels, organized by function. This section will explain each of these in detail.
System Tree: This is the panel where all of the selection of nodes is done. It also provides a
system wide view of all of the Pathports currently connected to the system. This panel is separated into two tree structures, the Show Tree, and the Network Tree.
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Show Tree:
The Show Tree represents all of the Pathports that are currently assigned to the show. This tree represents the current configuration for the show, but may not represent what is present on the network.
The Show Tree is where all modifications to Pathport properties begin. When a Pathport is selected in the Show Tree, it is selected for editing in either the graphical editor, or the Properties window.
There is also a context sensitive right-click menu for each Pathport in the Show Tree that allows for removing the node from the show, or binding an offline Pathport to a network node. A node's status in the system is shown by the node's icon in the Show Tree:
Network Tree: The Network Tree provides a quick
system-wide look at all of the Pathports connected to the network. This tree does not allow for editing or viewing node properites, but does provide a right click menu for a node's assignment to or removal from the current show.
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Input Map:
The Input Map displays the configuration of all DMX input ports connected to the system. Each input port's xDMX offset, as well as its Quick Universe number, are configured within the Input map's tree.
The Input Map will also display status for all sources and quick universes, depending on the number of DMX inputs connected.
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Pathport Properties Window:
This is a quick, non­graphical view of the currently selected Pathport's properties, activated by selecting "Properties" from the Pathport right-click menu.
Values for all of the Pathport's configurable parameters can be changed in real time by selecting or entering a new value and pressing enter.
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Graphical Pathport Properties window:
This window is a graphical look at the current configuration of the selected Pathport. It gives a quick look at the node's LCD display and soft labels, as well as allows for editing of all of the node's properties.
To access the editing features of this window, right click the element that is to be edited,and a menu will pop up. The LCD display, the IR transceiver, as well as the DMX connectors all have associated menus for changing the properties specific to those parts of the Pathport.
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Available Output Ports window:
The Available Output Ports window contains all un-patched outputs in the show. Each output is represented by an XLR connector icon, and is labelled with the port's soft label, as well as the name label of the Pathport it is part of.
To patch an output, simply drag and drop it onto a universe in the Patch window. Outputs are dynamically added as Pathports are added to the show.
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Patch window:
This window displays a tree-view of the system's DMX patch. An output can also be re-patched to a different universe by dragging it from its current universe and dropping it on any universe within this window.
This window displays all of the universes that have been defined for the current show. Universes are dynamically added to this window as input Pathports are added to the show, and their xDMX source number is properly configured.
Custom universes may also be created to utilize the Pathport's channel patching and merging functionality. A custom universe is created by clicking the "Create new Universe" button on the toolbar. This button pops up another window that allows for command-line patching of network data slots to DMX output channels (See "Patching" for more information) Any universe may be assigned to any output by dragging it from the Universe window and dropping it on any visible output.
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CREATING UNIVERSES

The first step in creating a universe is identifying within the input map which sources you would like to patch channels from. The source number for all of the inputs sourcing channels for a given universe is key to successful patching.
Once the source numbers have been identified, click the "Create New Universe" button on the toolbar. The "Create New Universe" window will open:
The Create New Universe frame consists of a table of cells for xDMX channels, a name entry box, and a command line. Each row in the channel table represents a single DMX output channel. The columns represent the entire group of xDMX channels that can be patched.
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Each cell in the table represents a single Patch Element, which is defined as a combination of an xDMX channel at a specific priority.
Universes are created by using the command line to add patch elements to the universe.
Patch Elements: A Patch Element assigns a DMX output channel and a priority level for a single
xDMX channel. If data for that xDMX channel is received by the Pathport, the data is then processed at the stated priority level.
A Universe is a grouping of Patch Elements that define how the Pathport output port handles xDMX data being transmitted over the network. Universes can be comprised of as few as one element, or as many as 4096 (in the current Pathport release).
Priority: Priority defines how a Pathport Output port processes incoming xDMX data
when there are multiple patch elements assigned to a single DMX channel. Priority is what defines both HTP merges and "backup" failover patches within a pathport network.
HTP Merges are created by assigning equivalent priority to two or more patch elements for a DMX channel. When two or more of the assigned xDMX channels are active, the highest level of all of the xDMX channels assigned will be transmitted.
Backup patches, or xDMX prioritization, is accomplished by assigning different priority levels to two or more patch elements for a DMX channel. The active xDMX channel with the highest assigned priority will be transmitted as DMX at the assigned DMX channel.
The priority system can also allow for complex universes, able to prioritize groups of HTP merged channels. Using combinations of equal and differing priority levels, it is possible to build a universe that can actively switch between groups of HTP merged source channels.
Since each DMX channel may be assigned up to 8 patch elements, there are up to 8 different priority levels available within a universe. Pathport Manager will assign these priority levels automatically as patch elements are created. How this priority is assigned depends on the command line syntax used.
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The Command Line:
The universe command line is roughly based on standard lighting console patching syntax, and is meant to be done on a standard numeric keypad. The key mapping is as follows:
Button Command
0 through 9 Numeric entry buttons - 0 through 9 * AT
- THRU / PRIORITY + MERGE Enter Enter . DOT Source Designator
To enter a command, simply enter the DMX output channel or range of channels, followed by the AT symbol, followed by the xDMX channel or channels to patch. The rule is:
DMX channel <AT> Output Channel(s)
It is possible to use a single command line to create any where between 1 and 4096 patch elements within a universe. Multiple command line entries will add elements to the universe in the order they are entered.
A few simple Examples: To add a single patch element to a universe, assigning xDMX Source 1, channel
1 to DMX channel 1, enter:
1*1<ENTER>
or
1*1.1<ENTER>
A patch element will be added at the highest priority (8) for channel 1:
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To patch all 512 DMX channels to xDMX Source 1, Channel 1, you can enter:
1-512*1<ENTER>
or
1-512*1.1<ENTER>
512 patch elements will be created at the highest priority, one for each DMX channel:
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While this universe is probably not very useful, ranges of channels can be expressed for both the DMX channel side of the command, as well as the xDMX channel side.
To Patch DMX Channels 1-512 to xDMX Source 1, channels 1-512 you would enter:
1-512*1-512<ENTER>
or
1-512*1.1-1.512<ENTER>
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Note the use of the "-" THRU operator after the *(AT) symbol. In actuality the number after the THRU operator on the xDMX side is optional, as Pathport Manager will calculate the number of xDMX channels to patch using the DMX side of the command. The same assignments can be made by entering the following commands:
1-512*1-<ENTER>
or
1-512*1.1-<ENTER>
While this universe is a duplicate of the universe that Pathport Manager will create automatically for Source 1, it is an important starting point for creating more complex universes.
Once Patch Elements have been added to a universe, they can be replaced by entering another command.
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To change the xDMX channel assignment for DMX Channel 1 through 12 to source 2 channels 1-12 (xDMX 513-524) simply enter the following command:
1-12*513-524<ENTER>
or
1-12*2.1-2.12<ENTER>
or
1-12*513-<ENTER>
or
1-12*2.1-<ENTER>
This changes the universe to:
To remove all of the patch elements for a DMX channel( or a range of channels), simply enter a patch element patching the channel(s) to xDMX channel 0. This will clear the channel completely.
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Reverse Ranges:
Ranges of DMX or xDMX channels may also be entered in reverse order for convenience. Entering:
512-1*1.1-1.512<ENTER>
or
1-512*1.512-1.1<ENTER>
will produce the same result - completely reversing the channel order of Source
1. NOTE: To use a descending order range on the xDMX side of a command, both
the start and end xDMX channel must be specified.
The DOT (.):
As shown in the above examples xDMX channels can be entered as an absolute value (from 1-32768) or as SOURCE<DOT>CHANNEL. This helps speed up Universe creation by eliminating the need to calculate xDMX offsets. The DOT can only be used on the xDMX side of a command.
Summary: Here are the rules for creating universes that have been covered so far:
1. Universes are simply groups of Patch Elements instructing a Pathport Output Port how to process incoming xDMX data.
2. A Patch Element contains an xDMX channel and a priority level, and is assigned to a DMX Output channel.
3. Patch elements are created using the command line with the syntax OUTPUT<AT>xDMX
4. Without using any of the HTP or Priority operators, each command creates a new set of patch elements at the highest priority for the DMX channels specified. Patch elements created replace any existing element already created for a DMX channel.
5. Patch elements may be created one-at-a-time, or in multiples by using the THRU (-) operator on either side of the command.
6. xDMX Channels maybe expressed in absolute value, or using the DOT operator.
7. Ranges may be expressed in ascending or descending order.
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BUILDING MERGES AND BACKUPS
Merges and backups are created using an extension of the command line that allows for creating multiple Patch Elements for a single DMX output channel. The extensions use the HTP (+) and the Priority (/) operators to determine how to assign a priority level to each Patch Element created.
The HTP (+) operator makes the priority of adjacent Patch elements equal, while the Priority (/) operator reduces the priority level each time a patch element is created.
Differences in priority levels between patch elements are expressed by differences in color between each patch element in the table. Hovering the mouse cursor over a Patch Element will also pop up a description of the element, including its' priority.
Patch Element priority can range from 8 (Highest Priority) to 1 (lowest priority). As priority decreases, the color of the patch element is darkened. Patch elements that have equivalent priority will be the same color.
Note: Placement of the element within the table does not denote priority due to the fact that two or more elements may have priorities that are equal.
The command syntax for creating complex patches is:
OUTPUT<AT>xDMX[Priority or HTP]xDMX[Priority or HTP]xDMX..... with up
to 8 xDMX assignments.
To create a new Universe where xDMX Source 1, Channel 1, and Source 2 Channel 2 are HTP Merged to create DMX output channel 1, enter:
1*1+513<ENTER>
or
1*1.1+2.1<ENTER>
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This will create:
Note that both of the patch elements created are the same color, and will each describe having a priority of 8 when the mouse cursor is placed over top.
To create an equivalent prioritized universe, where Source 1, Channel 1 has a higher priority than Source 2, Channel 1 enter:
1*1/513<ENTER>
or
1*1.1/2.1<ENTER>
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Which will create:
Note that the colors are different and that xDMX 513 shows a priority of 7.
While the 2 universes above may not be very useful, ranges may also be employed to assign multiple groups of xDMX channels to this universe.
To create a universe that HTP merges all of xDMX sources 1 and 2, enter:
1-512*1.1-1.512+2.1-2.512<ENTER>
or
1-512*1.1-+2.1-<ENTER>
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This will create:
To create a universe that Prioritizes all of xDMX sources 1 and 2, where Source 1 has a higher priority than Source 2, enter:
1-512*1.1-1.512/2.1-2.512<ENTER>
or
1-512*1.1-/2.1-<ENTER>
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This will create:
Up to 8 xDMX channels or ranges can be specified, separated by either the HTP or Priority operators. To create an HTP merge of the xDMX sources 1 through 8 you can enter:
1-512*1.1-1.512+2.1-2.512+3.1-3.512+4.1-4.512+5.1-5.512+6.1-6.512+7.1-
7.512+8.1-8.512<ENTER>
or
1-512*1.1-+2.1-+3.1-+4.1-+5.1-+6.1-+7.1-+8.1-<ENTER> --( Remember- the
end xDMX channel is optional!)
or even
1-512*1.-+2.-+3.-+4.-+5.-+6.-+7.-+8.-<ENTER> -- With the dot operator, if you
don't specify the start xDMX channel, 1 is assumed.
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The equivalent commands, replacing the HTP operator with the priority operator
1-512*1.1-1.512/2.1-2.512/3.1-3.512/4.1-4.512/5.1-5.512/6.1-6.512/7.1-
7.512/8.1-8.512<ENTER>
or
1-512*1.1-/2.1-/3.1-/4.1-/5.1-/6.1-/7.1-/8.1-<ENTER> --( Remember- the end
xDMX channel is optional!)
or even
1-512*1.-/2.-/3.-/4.-/5.-/6.-/7.-/8.-<ENTER> -- With the dot operator, if you don't
specify the start xDMX channel, 1 is assumed.
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These create:
Combinations of the HTP operators can also be used to create prioritized HTP blocks within a universe.
For instance, if the HTP result of xDMX Sources 1 and 2 needed to have a greater priority than the HTP result of xDMX sources 3 and 4 enter:
1-512*1.1-1.512+2.1-2.512/3.1-3.512+4.1-4.512<ENTER>
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This creates:
Note the 2 sets of 2 equal-priority columns of Patch Elements. The result of this patch would mean that if either Source 1 or Source 2 became active, The DMX transmitted would be the HTP result of Sources 1 and 2 -- Sources 3 and 4 would be ignored. If Sources 1 and 2 were not active, the DMX transmitted would be the HTP result of Sources 3 and 4.
EDITING AND APPENDING UNIVERSES
Just as in simple universe creation, the Patch Elements for a given DMX channel can be replaced with a single channel.
Since it is sometimes inconvenient or undesirable to enter long commands into the command line, Patch Elements can also be added to a universe without deleting existing elements.
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Using the HTP or Priority operators as the first character in a command will also allow patch elements to be added to those already created for a channel.
Lets look at a previous example: Add a single patch element to a universe, assigning xDMX Source 1, channel 1
to DMX channel 1:
1*1<ENTER>
or
1*1.1<ENTER>
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Now, if you want to merge xDMX 1 with Source 2 channel 1 you can enter:
+1*2.1<ENTER>
Resulting in:
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To prioritize those elements, with another at a lower priority enter:
/1*3.1<ENTER>
To create:
When appending data onto an existing universe, all of the rules for ranges and the dot operator apply. You can append elements singularly or in groups, as long as the total number of Patch Elements created for a single DMX channel does not exceed 8.
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To append an HTP merge of xDMX Sources 7 and 8 at a lower priority onto the above universe enter:
/1-512*7.1-7.512+8.1-8.512<ENTER>
To get:
Editing Universes: It is quite easy to create a very complex universe by appending Patch Elements
onto existing universes. It is also very easy to make mistakes! All user-created universes can be edited at any time by right clicking the universe
within the Patch window, and selecting "View Universe". When the Universe window opens, the command line will be active and elements can be added or deleted.
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NOTE: At this time there is no means of directly editing a Patch Element within the table. Future versions of Pathport Manager will allow for the selection and editing of Patch Elements directly, without using the command line.
Summary:
These are all of the rules for creating universes:
1. Universes are simply groups of Patch Elements instructing a Pathport Output Port how to process incoming xDMX data.
2. A Patch Element contains an xDMX channel and a priority level, and is assigned to a DMX Output channel.
3. Patch elements are created using the command line with the syntax OUTPUT<AT>xDMX
4. Without using any of the HTP or Priority operators, each command creates a new set of patch elements at the highest priority for the DMX channels specified. Patch elements created replace any existing element already created for a DMX channel.
5. Patch elements may be created one-at-a-time, or in multiples by using the THRU (-) operator on either side of the command.
6. xDMX Channels maybe expressed in absolute value, or using the DOT operator.
7. Ranges may be expressed in ascending or descending order.
8. Multiple patch elements can be created by separating xDMX channel or range commands with the HTP or Priority Operators.
9. HTP and Priority elements can be used together within the same DMX channel
10. Long commands can assign up to 8 Patch Elements to each DMX output channel
11. Using the HTP or Priority Operators as the first character in a command allows for adding elements to a universe.
12. User-created universes can be edited at any time from within the Patch frame.
13. When the DOT operator is used, and a start channel not specified, 1 will be assumed.
14. xDMX ranges need not specify an end channel after the THRU operator.
15. When the THRU operator is used on the DMX side of the command, and no end channel is specified, an end channel of 512 is assumed.
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USING UNIVERSES
Once all of the desired elements have been added to a Universe, clicking the "DONE" button will create the universe and make it ready for use. The Universe will show up in the Patch window and can be patched to any output port.
If a universe has been patched to one or more outputs, and is then edited, Pathport Manager will request that the Universe be re-sent to all ports currently patched to it. This will ensure that the Output is behaving as desired.
PATCHING
The core functionality of the Pathport system is to patch incoming DMX signals to output ports throughout the system. This is done in Pathport Manager either by assigning an xDMX Universe (A group of incoming DMX levels), or a Quick Universe to an output port.
Each DMX input port on the system is configured with both an xDMX source number, and a Quick Universe number to facilitate managing the data being received at that input port.
xDMX Universes: While a universe typically represents the entire range of DMX channels from a
single DMX Source ( Console DMX output, etc..), Pathport Manager and Pathport allow for the creation of complex "Custom Universes" comprised of channels from any DMX source on the system. For convenience, Pathport Manager generates a "Default Universe" for each correctly mapped DMX input on the system. Source universes will be present as long as an input port is "connected", and will allow for simple Source-to-Output patching of DMX universes. These universes are not editable, nor can they be deleted without removing the Pathport from the system. Custom universes, however, must be user-created, and can be composed of any combination of DMX channels from any Source. Custom universes can also prioritize or HTP merge any combination of channels.
Universes, whether custom or Source universes, can be assigned to any DMX output port.
Quick Universes:
Pathport Manager 3 also allows for a second type of DMX patching that is a simple alternative to mapping individual DMX channels throughout the system. Quick universes allow for the simple routing of entire universes of incoming DMX
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throughout the system. The quick universe system is separate from the xDMX system, and therefore can be run simultaneously with complex xDMX patching.
Quick universes can be used for simple one-to-one patching of DMX ports, or may be used to create HTP merges of up to 6 DMX sources. Merges are created by patching more than one input port to a quick universe within the Input Map. A Quick universe will appear in the Patch Frame for each Quick universe connected to one or more input ports.
ASSIGNING UNIVERSES TO OUTPUT PORTS
To assign any universe to an output port, simply drag and drop the desired connection between the Patch panel and any of the Output panels. A Universe may be dragged onto an output port, or vice-versa. As soon as the object is dropped on its' connection target, a message is sent to the Pathport, creating the connection. Output ports may be dragged from the Available Outputs frame, the Show Tree, or from within the Patch Frame. Universes may only be dragged from the Patch frame.
Multiple outputs may also be selected and dragged from the Available Outputs frame by holding the SHIFT or CTRL keys while making selections with the mouse. When patching multiple output ports it is important to note that completing all of the patches over the network may take some time, so please be patient.
T
OOLBAR COMMANDS
At the top of the Pathport Manager main window is a toolbar that contains buttons that can perform a variety of functions rapidly. The commands are explained here in order from left to right on the Toolbar:
Node Finder: This button switches the cursor into Node Finder mode, which flashes the
backlight of any Pathport selected in the System Tree. The Node finder can flash the backlight of any Pathport in the network or show trees, regardless of whether or not the unit is assigned to the current show. Clicking the button toggles the Node finder on and off.
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Pathport Manager User’s Guide
All Backlights ON / OFF:
This button allows for the quick turning on and off of all of the Pathport backlights. This button toggles the backlights on and off. Note: this does change the status of the backlight in your show file.
Show Mode: This button toggles show mode on and off. Show mode is a mode that turns off
the backlights of all Pathports in the show, and disables all drag and drop patching, as well as changing of show status. This will also activate any reporting and analysis plugins installed.
Clear all Patches: This button clears all Universe assignments for all output ports. Note: It does
not clear any universe channel patches. All universes are left intact. Default all Patches: The pathports are capable of a "quick patch" mode that is ideal for smaller
systems running 1 or 2 DMX universes. This button patches port A on all input Pathports to port A on all output Pathports, and does the same for port B. The first active DMX source connected to any input port is instantly routed to all corresponding output ports. All other DMX sources are ignored until that first source is disconnected or made inactive. The default patch works on an 8 way priority basis according to the order in which active sources of DMX are connected to the system.
Synch Show Nodes to Network: This command queries the network for any nodes that are present in the show,
and synchronizes all parameters to those stored in the Pathports. Synch selected node to show: This copies all configuration information from the show file on the PC for the
selected Pathport, to the selected Pathport. Create Offline Pathport: This creates a Pathport in the show tree while not connected to the network.
This allows for the complete configuration of all parameters for assignment to an online unit at a later time.
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Pathport Manager User’s Guide
Query Network for New Pathports:
If a Pathport is added to the system and is not detected by Pathport Manager, this button forces Pathport Manager to search for any new devices and place them in the Network tree. When a new device is found all of its parameters will also be queried for addition into the show tree.
Create new Universe: This opens the Create new Universe window to allow for the creation of custom
universes. Show all Patched Outputs: This button changes the Patched Outputs window to display all output ports that
are currently not patched to a universe. Open Show: Opens a previously saved show file. Save show: Saves the current show under the current show name. Save show as: Saves the current show under a new name. Tile Windows: This allows for a quick tiling of all of the open windows in the program. Windows
are tiled horizontally across the program's desktop. Cascade Windows: This command arranges all open windows in the program to be cascaded
starting at the top left of the program's desktop. Useful for finding hidden windows.
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SYSTEM REQUIREMENTS

Windows: Pentium 2 or better CPU
32MB RAM 64MB Hard Disk Space Windows 95, 98, NT4,2000,or XP.
Linux: Intel architecture 586 or better CPU
32MB RAM 64MB Hard Disk Space Kernel 2.4 or greater XFree86 version 4 or greater with Gnome 2 desktop
Mac: OSX - Version 10.2.4 or greater
64MB RAM 64MB Hard Disk Space Mac Java Runtime Version 1.4.1 or greater
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