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We will look at two ways to construct the op-amp graphics. Click on the Graphic Mode icon and then the Symbol icon. Now click left on the P button at the top left of the Symbols Object Selector causing the Symbol Library Selector dialogue form to be displayed. Position the mouse pointer in an empty area of the Editing Window and use the left mouse button to place the op-amp. Now place the pins around the component body.

This is the same process as for creating the attenuator earlier. Select the Gadget Mode icon and then the Device Pin icon to obtain a list of available pin types. Select the Default type and then use the Rotate and Mirror icons to orient the pin before placing it on the design. Once you have placed all the pins, you will need to edit each pin in turn by tagging it with the right mouse button and then clicking left on it. Use the resulting Edit Pin dialogue form to annotate the pin with the correct electrical type and pin name. We have to give the pins names so that we can reference them in the Pinout script; however, we don't want the name to be displayed as the op-amp pins' uses are implicit from the graphics so ensure that the Draw Name check-box is not checked.

Note, there is no need to specify a pin number as this will come from a Pinout script. If in a similar situation, they didn't touch, you could 'extend' the base of the pin by placing short lines in 2D Graphic Mode and with the mouse snap off. The output pin has the name OP and the electrical type Output. The final stage is to place an Origin marker. Select the Marker icon to display a list of system marker symbols in the Object Selector. Select the Origin marker in the System Library and then place the marker symbol at the centre of the op-amp graphics.

The Origin marker is displayed as a rectangle with cross-hairs and it indicates to ISIS how the new device should appear around the mouse pointer when the device is dragged or placed in a design. We have now completed making the device. Tag the constituent parts - the op-amp symbol, pins and the Origin marker - by dragging out a tag-box around them using the right mouse button, and then invoke the Make Device command on the Library menu.

On the resulting Make Device dialogue form, select a destination library, set the Name field to TL and the Prefix field to the letter 'U'. In the Pinout field, enter the name TL this is the name of the pinout we are about to create and from which the new device will get its pin numbers , select the Generate Pinout check-box this causes ISIS to generate a skeleton Pinout script for us and close the dialogue form with the OK button. The second approach to creating the op-amp graphic assumes that no ready made symbol is available.

Now select the Line icon, press F2 to set 50 thou snapping, and place the three lines required to make up the triangle. Then, if you haven't already done so, zoom to maximum resolution repeatedly keying F6 and disable snapping. You are now in the best position to place the three lines making up the plus and minus symbols for the op-amp inputs.

Each line should be about seven pixels across. If you misplace anything, you can either edit it by tagging it with the right mouse button and then dragging the appropriate 'drag-handle' or delete it by tagging it with the right mouse button and then clicking right on it. Having made the TL device, you will see that ISIS has created the skeleton Pinout script near to the constituent parts used to create the new device. In our case, their are four separate op-amp elements in the package and fourteen pins two power pins and four sets of two inputs and one output per device.

The remaining lines indicate electrical type, name and numbers of each pin. Having edited the script, we can now actually make the Pinout script. To do this, ensure that only the script is tagged and invoke the Make Pinout command from the Library menu - the Make Pinout dialogue form is displayed with the name and library automatically entered and selected. Select the OK button to make the pinout. That's it! The new device is also entered into the Devices Object Selector ready for placement.

Place four op-amps and annotate them as elements A through D just to verify that they do, indeed appear as shown above. What could be simpler? If you needed to add something to the basic TL - perhaps some more graphics, you could simply add them on top of the placed TL before invoking the Make Device command. You can now replace the four filter op-amps and with proper TL parts. To replace a component with one of a similar type, pick the new device, ensure the mouse is over the device you want to replace, click and hold down the left mouse button and drag the new device such that one or more pin-ends overlap.

ISIS will then transfer the wires from the old component to the new component whilst keeping all other information about the old component e. Now select the Graphic Mode icon and click left on the Symbol icon. Pick this and try placing it on the drawing. Common uses for this are things like OPAMP, which is needed for many device types, and logos, emblems etc. The default symbol was created out of 2D lines, a box and several special text primitives that are automatically replaced by properties associated with the current design and sheet.

The complete list of keywords is presented in The Header Block. Each report is generated by invoking the appropriate command from the Tools menu. The report output is displayed in a pop-up text viewer window from where it can be saved to a file by selecting the 'Save as' button or placed on the clipboard for use in other packages using the Copy to clipboard button; the Close button clears the report display and returns you back to the editor. Note that the last report or simulation log generated is maintained by ISIS - to view a report again, select the Text Viewer command on the System menu.

The Electrical Rules Check report will contain quite a few errors, since the tutorial circuit is not a complete design - of particular note is that the VBB pin of the is flagged as undriven, which could easily be forgotten in a real situation. As such, it represents a substantial piece of electronics at the lower end of design complexity that you might expect to design with your ISIS system.

You will find EPE. The first sheet is the CPU - take a look round this with the usual pan and zoom facilities. Then, to see more of the design, invoke the Goto Sheet command on the Design menu. Select the second item from the selector and after some disk activity the Emulator Control sheet will be loaded. Zoom out so that you can see all of it. The 4 big blue boxes are the sub-circuits. The labelling text at the top is the sub-circuit ID like a part reference and the text at the bottom is the circuit name. Take a look round the ERAM bank circuit and in particular, take note of a few of the component numbers.

Zoom into another ERAM bank and compare the component numbers in this one with the first - although both sub-circuit instances share the same circuit if you modify one instance of the circuit, this will be instantly reflected in the others which simplifies design modification each has its own set of component annotations; this is Design Global Annotation at work. Now that you know about loading the various sheets and hierarchy roaming you may as well explore the rest of the EPE design.

It is a good mix of analogue, digital and microprocessor circuits which shows how ISIS is well suited to all types of schematic. However, the coordinate read-out is restricted to 1 thou units. The origin is held to be in the centre of the work area and so both positive and negative values are used.

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The co-ordinates of the pointer are displayed at the bottom right of the screen. When the Real Time Snap feature is enabled, either or both of the X and Y co-ordinates will highlight when the pointer is over a pin end or wire. The highlight signifies that the pointer position has been snapped in that axis. For example, if the pointer is near to a horizontal wire, it will be snapped in the Y axis and the Y co-ordinate will light up. We refer to a 1 thou increment as a unit.

The Editing Window The Editing Window displays the part of the schematic that you are currently editing. The contents of the Editing Window may be redrawn using the Redraw command on the View menu. This also redraws the Overview Window. You can use this feature after any other command that has left the display somewhat untidy. Panning You can reposition the Editing Window over different parts of the design in several ways: By clicking left at a point on the Overview Window - this re-centres the Editing Window about the marked point.

This pans the display in the appropriate direction. We refer to this feature as Shift-Pan. By pointing in the Editing Window and pressing the Zoom key see below. This re-centres the display about the cursor position. Zooming To zoom in on the schematic press the F6 key repeat presses will contiguously zoom in until the maximum zoom level is reached. To zoom out on the schematic press the F7 key similarly repeat presses will contiguously zoom outward until the minimum zoom level is reached.

In both cases the Editing Window will re-centre around the current mouse position before zooming. Additionally, there is a Zoom All level that selects the optimum zoom in order to display the entire current sheet. This can be selected using the F8 key. The zoom level can be adjusted using the Zoom commands on the View menu or with the above function keys.

You can adjust the zoom at any time with the keys, even whilst. Alternatively, you can zoom in around a particular area of interest by pressing the SHIFT key, and dragging out a box using the left mouse button. The box can be dragged either on the Editing Window or the Overview Window and we refer to this feature as Shift-Zoom. The Dot Grid A grid of dots is displayed in the Editing Window - this can be toggled on and off using the Grid command on the View menu.

The dot spacing reflects the current snap setting. Snapping to a Grid You will notice that when the pointer is over the Editing Window, the increments of the co-ordinate display are in fixed steps - initially th. This is called snapping and enables you to position components and other objects on a neat grid. If you wish to see exactly where the snapped position is, you can use the X-Cursor command on the View menu that will display either a small or large cross at this location. Real Time Snap Furthermore, when the pointer is positioned near to pin ends or wires, the cursor location will also be snapped onto these objects.

This function is called Real Time Snap and allows you to connect to or from pins and wires that are not on the currently selected snap grid. With a very large drawing on a slow computer, real time snap may cause some lag between the cursor and the pointer. You may find it best to disable the feature in these circumstances. The Overview Window This window normally shows a simplified representation of the whole drawing, and has a half-inch grid on it.

The cyan box marks the outline of the sheet border, whilst the green box indicates the area of the design currently visible in the Editing Window. Clicking left at a point on the grid re-centres the Editing Window around this point, and redraws the Editing Window. At other times, Overview Window is used to display a preview of an object that is selected for placement.

This Place Preview feature is activated in the following circumstances for any object which may be oriented: When an object is selected from the object selector. When the rotate or mirror icons are adjusted. When an object type icon is selected for an object whose orientation can be set e. The place preview display is cleared automatically as soon as you proceed the place the object, or when you perform any operation other than those listed above.

The Toolbox This region contains the icons and an item selector. The icons are divided between the group of eight at the top which select different types of object for placement, and the group of eight at the bottom which provide a variety of controls. In particular, the. The full set of icons and their functions are given on the quick reference chart at the front of the manual. The Object Selector lists different things according to the current mode as determined by the icons.

The types of object that may appear include: devices, terminals, pins, graphic symbols, markers and graphs. In some modes, the item selector will have a Pick toggle, which if clicked, will bring up the library pick form. One or more objects may then be picked from the library and transferred to the selector for subsequent placement on the drawing.

A section of a drawing can be exported to a section file and subsequently read into another drawing. Section files have the extension 'SEC'. Module files have the extension 'MOD' and are used in conjunction with the other features for hierarchical design. Symbol and device libraries have the extension 'LIB'. See the VSM manual for further details.

Starting a New Design The New Design command will clear out all existing design data and present a single, empty A4 sheet. DSN and this name will be used by the Save Design command and also as the default filestem in other file selectors. Should you wish to start a new design and give it a name at the same time, you can use the Load Design command and enter the new filename in the file selector. In both cases it is saved to the same file from which it was loaded. The old version will be prefixed with the text Backup of. The Save As command allows you to save the design to a different file.

The Export command on the File menu creates a section file out of all currently tagged objects. This file can then be read into another sheet using the Import command. After you have chosen the section file, operation is identical to the Block Copy function. These commands have nothing to do with graphics export to DTP packages. The Export Graphics commands handle this functionality. If you have modified the design, you will be prompted as to whether you wish to save it.


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However, the basic steps for placing an object are the same for all types. To place an object: 1. Select the appropriate mode icon Main, Gadget or Graphic for the category of object that you want to place. Select the sub-mode icon for the specific type of object. If the object type is Component, Terminal, Pin, Graph, Symbol or Marker, select the name of the object that you want from the selector. For Components, Terminals, Pins and Symbols, this may first involve picking it from the libraries.

If the object is orientable, it will have appeared in the Overview Window. You should now adjust its orientation to that which you require by clicking on the Rotation and Mirror icons. Finally, point on the Editing Window and click left to place or drag the object. The exact procedures vary for each object type but you will find it all fairly intuitive and similar to other graphics software.

Tagging an Object Any object may be tagged by pointing at it and clicking right. This action highlights the object and selects it for further editing operations. Any wires connected to an object that is tagged are also tagged. A group of tagged objects may be assembled either by clicking right on each object in turn, or by dragging a box around the objects using the right button.

Only objects wholly enclosed in the box will be tagged. All the objects may be untagged by pointing at no object and clicking right. Deleting an Object You can delete any tagged object by pointing at it and clicking right. All wires connected to the object will also be deleted, except in the case of a dot connected to exactly 2 wires, in which case the wires will be joined.

Dragging an Object You can drag i. This applies not only to whole objects, such a components, but also individually to their labels.

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If the Wire Auto Router is enabled and there are wires connected to it, then these will be re-routed or 'fixed up'. This can take some time 10 seconds or so if the object has a lot of connected wires; the pointer becomes an hour glass while this is happening. If you drag an object by mistake, and all the wiring goes horribly wrong, you can use the Undo command, key U to restore things to their original state. Dragging an Object Label Many object types have one or more labels attached to them.

For example, each component has a reference label and a value label. It is very easy to move these labels in order to improve the appearance of your schematics. To move a label: 1. Tag the object by pointing at it or the label and clicking right. Point at the label, press the left mouse button. Drag the label to the required position. Release the mouse button to finish. Resizing an Object Sub-circuits, graphs, lines, boxes and circles may be resized.

When you tag these objects, little white squares called handles will appear and the object can be re-sized by dragging the handles. To resize an object: 1. Tag the object by pointing at it and clicking right. If the object can be resized, a set of little square handles will appear on it. Resize the object by pointing at a handle, pressing the left mouse button, and dragging it to a new position.


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The handles disappear whilst you are dragging so that they do not obscure your view of the object itself. If such an object is tagged, the Rotation and Mirror icons will change colour from blue to red, and will then affect the tagged object. To reorient an object: 1. Click left on the Rotation icon to rotate it anti-clockwise, right to rotate it clockwise. Click left on the Mirror icon to toggle its reflection in x, and right to toggle its reflection in y. It is worth noting that if the Rotation and Mirror icons are red, operating them will affect an object somewhere on the diagram, even if you cannot currently see it.

This becomes important if, in fact, you wish to manipulate a new object which you are about to place. If the icons are red, first untag the existing object by pointing at an empty area of the design in the Editing Window and clicking right. The icons will then revert to blue, indicating that it is 'safe' to adjust them.

To edit a single object using the mouse: 1. Click left on it, as if to drag, but release the mouse button immediately, without moving the mouse. To edit a succession of objects using the mouse: 1. Select the Main Mode icon and then Instant Edit icon. Point at each object in succession and click left. To edit an object and access special edit modes: 1. Point at the object. For text scripts, this will invoke the external text editor.

Also, if the mouse is not over any object, this command will edit the current graph, if any. To edit a component by name: 1. Key 'E'. Type in the reference name part ID of a component. This will locate and bring up the dialogue form for any component in the design, not just those on the current sheet. After the edit, the screen is re-drawn with the component in the centre. You can thus use this command to locate a component, even if you do not actually want to edit it.

Editing An Object Label Component, terminal, wire and bus labels can all be edited in much the same way as objects: To edit a single object label using the mouse: 1. Click left on the label, as if to drag, but release the mouse button immediately, without moving the mouse. To edit a succession of object labels using the mouse: 1.

Point at each label in succession and click left. Either way, a dialogue form with Label and Style tabs is displayed. The editing of local text styles is fully covered in the tutorial on graphics and text styles- see Editing Local Styles. Copying all Tagged Objects To copy a section of circuitry: 1. Tag the required objects either individually, or by dragging out a tag-box as described in Tagging an Object. Click left on the Copy icon. Drag the copy outline to the require position and click left to place a copy. Repeat step [3] as required to place multiple copies. Click right to finish.

When components are copied, their references are automatically reset to the un-annotated state so as to ready them for automatic annotation, and prevent the occurrence of multiple instances of the same. Moving all Tagged Objects To move a set of objects: 1. Tag the required objects either individually, or by dragging out a tag-box as described in Tagging an Object 2. Drag the outline to the required position and click left to place it. The behaviour of wires during block move is somewhat subtle.

Essentially, ISIS will move all wires or parts of wires enclosed in the tag-box without re-routing them, and then, where wires cross the boundaries of the tag-box, it will reroute from the last point inside the tag-box to the first point outside it. It follows that you can control whether a section of wiring is preserved or re-routed according to whether you include it in the tag-box or not. Further discussion of this is given in Dragging Wires. Deleting all Tagged Objects To delete a group of objects: 1.

Click left on the Delete icon. If you delete something by mistake, you can recover it using the Undo command. This is because ISIS is intelligent enough to detect automatically when you want to place a wire. This avoids the tedium of having to select a wire-placement mode. To connect a wire between two objects: 1. Click left on the connection point of the first object.

If you want ISIS to auto-route the wire, just click left on a second connection point. On the other hand, if you wish to determine the wire's route yourself, you can click left on one or intermediate points which will become corners in the wire's route. A connection point can connect to precisely one wire.

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For components and terminals there is a connection point at the end of each pin. A dot has four connection points at its centre so that four wires can be joined at a junction dot. Since it is common to wish to connect to existing wires, ISIS also treats wires as continuous connection points. Furthermore, as such a junction invariably means that 3 wires are meeting at a point it also places a dot for you.

This completely avoids ambiguities that could otherwise arise from missing dots. You can abort the routing of a wire by pressing ESC at any stage of the process. The feature is enabled by default, but can be overridden in two ways. If you simply click left at two connection points, the WAR will attempt to chose a sensible path for the wire.

If, however, you click on one connection point, and then click at one or more positions which are not connection points, ISIS will assume you are manually routing the wire and will let you click at each corner of the wire's route. The route is completed by clicking left on a second connection point.

This is useful if you want to route a diagonal wire directly between two connection points. Wire Repeat Suppose you have to connect the data bus of an 8 bit ROM to the main data bus on the circuit diagram and that you have placed the ROM, bus and bus entries as shown overleaf. You would first click left at A, then B to place a horizontal wire between them.

By clicking twice at C, you will invoke the Wire Repeat function which will then place a wire between C and D. Clicking left twice on E will join E and F and so forth. Wire Repeat copies exactly the way the previous wire was routed. If the previous wire was. On the other hand, if the previous wire was manually routed then its exact route will be offset and used for the new wire.

Dragging Wires Although wires follow the general scheme of tag then drag, there are various special techniques that you can apply to them. In particular: If you point at a corner and drag then the corner simply follows the pointer. If you point in the middle of a wire segment, or at either end of the wire, then a corner will be created and then dragged.

Note that in order for the latter to work, the object to which the wire connects must not be tagged, as otherwise, ISIS will think you are trying to drag the object. It is also possible to move a wire segment, or a group of wire segments using the block move command. To move a wire segment or a group of segments: 1. Drag out a tag-box around the wire segment s you wish to move.

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It is quite acceptable for this 'box' to be a line, lying along a single segment, if this is convenient. Click left on the Move icon. Move the tag-box in the direction orthogonal to the wire segments, as shown in the diagram, opposite. Click left to finish. If it all goes wrong, you can use the Undo command to recover the situation.

Tag Box. A further technique provides a quick way of eliminating unwanted kinks in wires, perhaps where they have been routed around an object which has since been moved. To remove a kink from a wire: 1. Tag the wire you wish to manipulate. Point at one corner of the kink and press the left mouse button. Drag the corner such that the kink is doubled over itself, as in the diagram, below.

Release the left mouse button. ISIS will remove the kink from the wire. The extent of the sheet is shown by a dark blue sheet outline but this in itself will not actually appear on hard copy. If a sheet border is required on the final output, you must place a graphics box or whatever over the sheet outline. The Set Sheet Sizes command is worthy of further discussion since it serves two distinct purposes: To change the paper size for the current sheet, you simply invoke the command and click on the button for the required sheet size.

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To re-define the dimensions of a paper size, highlight the appropriate data entry field s and key in the new dimension s. If you change the dimensions of the current sheet size, this will affect the current sheet immediately but not any other sheets in the design. The Set Sheet Sizes dialogue form allows you to define the sizes of five standard sheet sizes A4 through to A0 as well as a non-standard size and to select which one is the size if the current sheet.

For each sheet size A4-A0 and user there are two edit fields. The left field defines the width x-dimension and the right side defines the height y-dimension. Whenever ISIS loads a sheet that does not match any of the standard A4-A0 sheet sizes it places the dimensions of the sheet into the User field and sets that to be the default sheet size for the loaded sheet. The default values for the standard sheet sizes should work for most printers but please note that all printers have margins in which they cannot print - if you attempt to print something that impinges on the margins it will most likely not be drawn.

The size of the margin where a printer cannot print varies between printers and the best way to determine it is to draw a sample design with a box that surrounds your chosen sheet size and then printing it. If one or more edges of the box do not appear on the printed output then your sheet size extends into the printers margins and you should reduce it. There is one more point to note about sheet sizes: Every sheet in a design carries its actual dimensions with it in the design file.

If a design is loaded into a copy of ISIS with a different sheet size configuration, this will not have any effect unless and until the Set Sheet Sizes command is used. The Header Block It is common practice to have on each sheet of a drawing a header block which shows details such as the design and sheet titles, the document, revision and page numbers, and the design's author. In order that you have full control over how this information is presented, the header block is defined as a symbol library entry called HEADER.

This was made in the usual way by placing graphics objects, tagging them and invoking the Make Symbol command. The complete list of such keywords is shown below. The sheet title taken from the Edit Sheet Properties command form. Do not confuse this with the Sheet Name. The design document number taken from the Edit Design Properties command form. The design revision number taken from the Edit Design Properties command form. The design author taken from the Edit Design Properties command form.

The design creation date - generated automatically and in a fixed format. The design modification date - generated automatically and in a fixed format. The design creation date - generated automatically and formatted according to the Windows short date format see below. The design creation date - generated automatically and formatted according to the Windows long date format see below. The design modification date - generated automatically and formatted according to the Windows short date format see below.

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The design modification date - generated automatically and formatted according to the Windows long date format see below. The design creation time - generated automatically and formatted according to the Windows time format see below. The design modification time - generated automatically and formatted according to the Windows time format see below. The current sheet page number within the design.

The total number of sheets in the design. The current design's filename. The full path and filename of the current design file. The Windows long and short date formats and Windows time formats are set using the Regional Settings or International applets in Windows Control Panel. Note that the above keywords must appear at the start of a 2D text string and that the string should not contain additional text. By use of the 2D graphics objects and such special text objects it is possible to define any kind of header block you want.

In particular, you can incorporate your company logo into the header. Once defined, the header can be placed onto each sheet of the drawing like any other graphics symbol. Each command operates on the currently tagged objects. You can also use these commands to order the draw order when creating new devices. The Automatic Annotator ISIS can automatically chose component references for all or some of the components in a design this process is called Auto-Annotation.

The process is initiated using the Global Annotator command on the Tools menu. Note that the Global Annotator cannot annotate heterogeneous multi-element parts. This is because with several un-annotated relay coils and contacts, for example, there is no way for it to know what goes with what. Value Annotation This facility is intended for use where an analysis program computes some values for a standard circuit, and you want to import them. The system is extremely powerful and allows you to control some or all aspects of the schematic appearance globally whilst allowing certain objects to carry their own local appearance attributes.

All graphical objects in ISIS component bodies, wires, junction dots, etc. A graphics style is a complete description of how to draw and fill a graphical shape such as a line, box, circle or whatever and includes attributes for line styles solid, dotted, dashed etc. Similarly, all labels and script blocks in ISIS terminal labels, pin names, etc. A text style is a complete description of how to draw some text and includes attributes for the font face e.

Arial, Times Roman, etc. The term local is used as the style settings are local to the object.

Proteus Tutorial : Getting Started with Proteus VSM

Other objects such as pin names, sub-circuit bodies, etc. Most objects that have their own style have their local style initialised from the most appropriate of the global styles when they are placed. Now comes the clever part. Each local style keeps a track of the global style used to initialise it. In addition, each such local style also has a set of Follow Global options with one such option for each attribute in the style. The Follow Global option, when selected, indicates that the associated style attribute should always assume the value of the global style and, when not selected, that the value of the local style attribute be used.

By default, for all newly-placed objects, all the Follow Global? The benefits of having local and global styles and the ability of local styles to follow some or all the attributes of a global style are that: it allows you to edit the overall appearance of a design via a single edit of the global style - you do not need to edit all objects concerned individually.

For example, suppose you create a new component and put it in a library. All the commands for modifying the template are on the Template menu are described subsequently. Massera, Historiae Musicae Cultores, Florence, Antegnati, Costanzo. L'arte organica. Francesco Tebaldino, Brescia, English translation by C. Meyer, Anyumba, Henry Owuor. Aoyaghi, Hiro. Apel, Willy. Storia della musica per organo e altri strumenti da tasto fino al Sansoni, Firenze, , 3 vols.

Appunn, Anton. Letter to Pietro Blaserna about tone harmonium , Hanau, 12 June Appunn, Georg. Archambault, Ellen Jane. Andreas Werckmeister as a Teacher of Composition. PhD thesis, Florida State University, , pages. Istanbul, Ankara, Ariel pseudonym. Neunzehn Stufen Verlag, Leipzig, Harmonika stoicheia. Elsevier, Leiden, Latin translation by A. Gogavinus, Venice, and also Marcus Meibom ed.

Italian translation Aristoxeni Elementa harmonica by Rosetta da Rios, 2 vols. Macran ed. Armellino, Giorgio. Bernhard Friedrich Voigt, Leipzig, , 70 pages. Arnold, Wasiuddin James. Arnold, Wasiuddin James and Bernard Bel. Arntzen, Kees. Arrachart, Jean-Marc. Artaud, Pierre-Yves. Salabert, Paris, Artusi, Giovanni Maria. L'Artusi, overo Delle imperfettioni della moderna musica ragionamenti dui. Reprint Considerationi musicali. Aschour, Didier. Oevres microtonales ", WWW, Ashley, Richard D.

Asioli, Bonifazio. Osservazioni sul temperamento proprio degl'istromenti stabili: Dirette agli accordatori di pianoforte ed organo. Emilio Giusti, Milano, Disinganno sulle osservazioni fatte sul temperamento Opera postuma. Ricordi, Milano. Artaria, Vienna, c. Askenfelt, Anders ed. Five lectures on the acoustics of the piano.

Asmussen, Robert. Feichtinger and J. Rodrigues eds. Mathematics and Music. A Diderot Mathematical Forum. Springer Verlag, , pages. Asselin, Pierre-Yves. Athanasopoulos, Georgios D. Theoria tes byzantines mousikes. Patras, Atkins, E. Augustine, Daniel Schuyler. University of Texas at Austin, , pages. Auhagen, Wolfgang. Gustav Bosse-Verlag, Kassel, Jahrhundert ", WWW. Oledad compaa un retrato a voces de gabriel garca mrquez. Super bug encyclopedia the biggest fastest deadliest creepycrawlies on the planet.

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