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Coolsign (CS) 5.2 Content Creator User Guide

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57 views95 pages

Coolsign (CS) 5.2 Content Creator User Guide

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 95

CoolSign 5.

2
Content Creator User's Guide

HVS-ID-CC-CS-5.2
Generated from InfoCenter on: 2017-07-10 17:03:06
Edition Notice
© 2015-2017 Haivision. All rights reserved.
This edition and the products it describes contain proprietary and confidential information. No part
of this content may be copied, photocopied, reproduced, translated or reduced to any electronic or
machine-readable format without prior written permission of Haivision. If this content is distributed
with software that includes an end-user agreement, this content and the software described in it,
are furnished under license and may be used or copied only in accordance with the terms of that
license. Except as permitted by any such license, no part of this content may be reproduced, stored
in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical,
recording, or otherwise, without the prior written permission of Haivision Systems, Inc. Please note
that the content is protected under copyright law even if it is not distributed with software that
includes an end-user license agreement.

About Haivision
Haivision is a global leader in delivering advanced video networking, digital signage, and IP video
distribution solutions. Haivision offers complete end-to-end technology for video, graphics, and
metadata to help customers build, manage and distribute their media content to users throughout
an organization or across the Internet. Haivision has specific expertise in the enterprise, education,
medical/healthcare, and federal/military markets.
Haivision acquired KulaByte Corporation and MontiVison Imaging Technologies in July 2011. The
technologies of both companies, including advanced encoding, transcoding, cloud computing, and
workflow solutions, were combined to form Haivision's Internet Media Division.
Haivision is based in Montreal and Chicago, with technical centers in Beaverton, Oregon; Austin,
Texas; and Hamburg, Germany.

Trademarks
The Haivision logo, Haivision, and certain other marks are trademarks of Haivision. CoolSign is a
registered trademark licensed to Haivision Systems, Inc. All other brand or product names
identified in this document are trademarks or registered trademarks of their respective companies
or organizations.

Disclaimer
The information contained herein is subject to change without notice. Haivision assumes no
responsibility for any damages arising from the use of this content, including but not limited to, lost
revenue, lost data, claims by third parties, or other damages.
If you have comments or suggestions, please contact:

CoolSign 5.2 2 HVS-ID-CC-CS-5.2


Content Creator User's Guide Generated on: 2017-07-10 17:03:06
Haivision
ATTN: Information Development
4445 Garand
Montréal, Québec, H4R 2H9 Canada
Telephone: 1-514-334-5445
Email: infodev@haivision.com
While every effort has been made to provide accurate and timely information regarding this product
and its use, Haivision Systems Inc. shall not be liable for errors or omissions contained herein or
for incidental or consequential damages in connection with the furnishing, performance, or use of
this material.

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Content Creator User's Guide Generated on: 2017-07-10 17:03:06
Contents
About This Document

Chapter 1: Getting Started with Content Creator


CoolSign Content Creator Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Working with Projects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Project Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Understanding the Content Creator Workspace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Customizing Your Workspace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Using the Media Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Using the Media Window Selection Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Using the Media Window Zoom Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Setting Display Options in the Media Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

Chapter 2: Content Creation Basics


Importing Assets into Content Creator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Importing Bitmaps into your Project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Creating Interactive Content . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Importing Layered Adobe Photoshop Files Into Your Project . . . . . . . . . . . . . . . . . . . . . 25
Importing Video Into Your Project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Importing Flash Into Your Project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Creating Shapes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Creating Text Fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Setting Text Layout Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Setting Drop Shadow Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Setting Interactive Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

Chapter 3: Advanced Content Creation


Topics Discussed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Scrolling Your Content . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Playing Your Content Back . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Using the Timeline Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Changing the Layer of Assets in Your Content . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Setting the Start and Stop Time of Assets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
About Transform Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Editing Transform Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Interactively Editing Transform Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42

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Animating the Transform Properties of an Asset . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Understanding Keyframe Auto-Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Editing Keyframes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
About Keyframe Interpolation Modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Setting Post-Interpolation Modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Using Templates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Creating a Template . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Using Data Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Understanding Data Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Understanding Data Fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Using the Data Tables Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Creating a Data Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
About Character Masking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Importing a Data Table from a CoolSign Network . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Filtering Your Dynamic Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Sorting How Your Data Displays . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Entering Sample Data Into Your Data Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Ordering Your Sample Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Printing Sample Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Using Dynamic Data in Your Content . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Creating Data Fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Viewing Sample Data in Your Data Fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Using Data Panels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Editing Data Panel Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Setting Data Panel Layout Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Setting Data Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Adding Expressions to Transform Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67

Chapter 4: Using Expressions


Writing Content Creator Expressions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Special Content Creator Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Editing Expressions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Formatting Expression Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Conditional Formatting based upon Dynamic Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Setting Text Color or Size based on Dynamic Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72

Chapter 5: Publishing Content


Publishing Content to a CoolSign Network . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Using the CoolSign Content Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74

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Appendix A: Getting Help

Appendix B: Glossary

Appendix C: Warranties

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About This Document
The InfoCenter contains information on how to configure and manage your Haivision products. The
full product documentation suite is available online in the Haivision InfoCenter or as a PDF library
in the Haivision Download Center.

Topics Discussed
Browsing the Documentation Library
Understanding Conventions
Typographic Conventions and Elements
Action Alerts

Browsing the Documentation Library


The complete documentation suite is online in the InfoCenter (http://doc.haivision.com). You can
obtain PDF versions of the documentation suite from the Haivision Download Center as well as the
InfoCenter. The InfoCenter has the most current information regarding our products. You should
always check the InfoCenter first for the latest version of documentation available.
Available documentation for CoolSign includes:

Documentation
Description
Title

CoolSign Among other things, the Important Notice provides the user credentials and
Important Notice passwords. Not included in InfoCenter. Copies only available from the Haivision
Download Center.

Quick Start Guides Quick Start Guides summarize the basic steps required to connect the hardware,
configure the settings, and started with the software. The CoolSign documentation
includes:
CoolSign Network Server Quick Start Guide
CoolSign Display Engine II Quick Start Guide
CoolSign Personal Demo Server Quick Start Guide

CoolSign Provides installation and upgrade instructions.


Installation Guide

CoolSign User's Explains how to navigate and use the web interface for basic users.
Guide (Web
Interface)

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Documentation
Description
Title

CoolSign Content Discusses how to create content, etc.


Creator User's
Guide

CoolSign Network Explains how to perform more advanced tasks for power users and system
Manager User's administrators.
Guide

Understanding Conventions
The following conventions are used to help clarify the content.

Typographic Conventions and Elements


Italics Used for the introduction of new terminology, for words being used in a different context,
and for placeholder or variable text.

bold Used for strong emphasis and items that you click, such as buttons.

Monospaced Used for code examples, command names, options, responses, error messages, and to
indicate text that you enter.

> In addition to a math symbol, it is used to indicate a submenu. For instance, File > New
where you would select the New option from the File menu.

... Indicates that text is being omitted for brevity.

Action Alerts
The following alerts are used to advise and counsel that special actions should be taken.

TIP
Indicates highlights, suggestions, or helpful hints.

NOTE
Indicates a note containing special instructions or information that may apply only in special cases.

IMPORTANT
Indicates an emphasized note. It provides information that you should be particularly aware of in order
to complete a task and that should not be disregarded. This alert is typically used to prevent loss of
data.

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CAUTION
Indicates a potentially hazardous situation which, if not avoided, may result in damage to data or
equipment. It may also be used to alert against unsafe practices.

WARNING
Indicates a potentially hazardous situation that may result in physical harm to the user.

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The CoolSign® Content Creator is a full-featured application for creating content for a Digital Media
Network. It is specially designed to aid in the design and creation of content that uses dynamic
data, but can be used as a general-purpose content animation tool as well. Topics include:

Getting Started with Content Creator (page 11)


CoolSign Content Creator Requirements (page 12)
Working with Projects (page 12)
Understanding the Content Creator Workspace (page 16)
Using the Media Window (page 17)
Content Creation Basics (page 20)
Importing Assets into Content Creator (page 20)
Creating Shapes (page 29)
Creating Text Fields (page 30)
Advanced Content Creation (page 34)
Scrolling Your Content (page 35)
Playing Your Content Back (page 39)
Using the Timeline Window (page 40)
Animating the Transform Properties of an Asset (page 43)
Using Templates (page 47)
Using Data Tables (page 50)
Using Dynamic Data in Your Content (page 61)
Using Expressions (page 68)
Writing Content Creator Expressions (page 68)
Editing Expressions (page 69)
Formatting Expression Results (page 71)
Conditional Formatting based upon Dynamic Data (page 72)
Publishing Content (page 74)
Publishing Content to a CoolSign Network (page 74)

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Chapter 1: Getting Started with Content
Creator
Content is perhaps the most important element within a CoolSign Digital Media Network. Without
content, your screens would be dark. While CoolSign does not include tools for the authoring of
digital assets like bitmaps and video, it supports most of the standard digital file formats used by
today's content creation applications including H.264, Windows Media 9, Flash, PhotoShop
bitmaps, and PowerPoint slides.

IMPORTANT

The Content Creator tool is not compatible with remote desktop software.
The content created with the Content Creator tool is Javascript, not HTML.

For example, while the CoolSign Media player does support an Italics property on each text asset,
there is no support for making part of a text asset italic using an expression. As a workaround, you
could separate the data that needs to be italicized from the data that should not be italicized, and bind
those to two or more separate assets. Then enable the Italics property on the one text asset where it
is desired.

Topics Discussed

CoolSign Content Creator Requirements (page 12)


Working with Projects (page 12)
Project Settings (page 13)
General Project Settings (page 13)
Playback Project Settings (page 14)
Dynamic Data Project Settings (page 14)
Advanced Project Settings (page 15)
Understanding the Content Creator Workspace (page 16)
Customizing Your Workspace (page 17)

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Using the Media Window (page 17)
Using the Media Window Selection Tool (page 18)
Using the Media Window Zoom Control (page 18)
Setting Display Options in the Media Window (page 19)

CoolSign Content Creator Requirements


Supported Media Formats

Audio Image Video

MP3 bmp gif WMV AVI


jpeg png psd Flash M2V
MPEG-1 MOV
MPEG-4 MP4 (H.264 only)
H.264

Working with Projects


When you launch CoolSign Content Creator, the Welcome window automatically appears:

Within Content Creator, all of your work takes place within the context of a project. In this section,
you'll define settings for your project.

To open a new project, click Create new project .


To open an existing project, click Open existing project and select the project folder.

Then choose the menu item Project > Project Settings .

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Project Settings
The Project Settings allow you to specify how the content is displayed, transitioned, triggered —
even how missing data is handled.

IMPORTANT
You can only specify the Project Type when you create a new project. Unlike other project settings,
the Project Type can not be revised after the project has been created.

The Project Type can be either:

STANDARD — (default) used for developing most individual pieces of content; anything
from simple pictures and videos to more complex content that displays dynamic data.
TEMPLATE — used when creating a model that will be used to create new instances of
content with similar layouts but that might differ in the actual text and/or graphic elements
from the model.

General Project Settings


In the General tab, you define the project type, name, duration, display type, orientation, and
resolution. 1
Project Type can only be specified when a new project is being created and not by opening the
Project Settings for an existing project.
Project Settings: General Tab

Fields Purpose

Project Select the appropriate listing for the type


Type of content you are creating:
Standard
Template

Name The name of your content as it appears


in CoolSign Network Manager (CNM).

Duration Length that your content plays. The


duration is limited by the length of your
imported asset.

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Display If you select a preset display type, the
Type orientation and resolution fields are
automatically filled in for you. Your
content can still be displayed on other
display devices but looks best on this
display type.

Orientation Landscape or portrait, depending on


how you'll be orienting the target display
device.

Resolution The horizontal and vertical resolution of


your content in pixels.

Playback Project Settings


In the Playback tab, you define the effect that you'll use to transition into this content, along with
settings that affect how content is resized during playback.

Dynamic Data Project Settings


In the Dynamic Data tab, you define what to do if the data table is empty.
Data tables are mini-databases with a structure that is flexible enough to enable you store anything
from a single piece of information to a complex table with dozens of fields and hundreds of records
of data. Refer to the CoolSign Network Manager User's Guide for more details.

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Continue playback with no data — Play the content anyway, even if no data is present.
Abort playback and silently log an error — Don't play the content, but do not log a visible
error.
Abort playback and set region status to Content Error — Don't play the content and
issue a region status error.

When you're done, click the Advanced tab.

Advanced Project Settings


In the Advanced tab, you can define additional settings that affect your content.

Content scheduled as triggered — Check this box if you are creating dynamic content that
you intend to schedule as triggered with CNM. This setting modifies the content scripts to
work correctly when triggered.

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Content used as Overlay Content — Check this box if you are creating content that you
intend to use in the Overlay Content channel of a player. Overlay content is played on top of
the currently tuned channel's content. (Deprecated; this checkbox is provided to support
legacy content. See the discussion of "Layering Regions" in the "Configuring Players and
Devices" section of the CoolSign Network Manager User's Guide.)
Return to content — If you are creating content that you intend to be interactive, you can
enter the name of the content that should be played immediately after this content is played.

When you're done, click OK to save your project settings and open the Content Creator workspace.

Understanding the Content Creator Workspace


The Content Creator workspace enables you to define, layout, and preview your CoolSign content
as you work.

The workspace contains the following components:

Menu bar — Contains menus for performing tasks. Many of the menu functions can also be
accomplished from the keyboard or by using other Graphical User Interface (GUI) controls.
For example, you can start content playback by choosing PLAYBACK > PLAY, entering Ctrl-
P , or clicking the Play arrow button in the Timeline window.

Media window — Displays the current content as well as a toolbar for manipulating and
creating assets. You can think of the media window as the stage on which all of your actions
take place: drawing shapes, adding text, resizing content, positioning imported assets, laying
out data fields, and viewing content playback. See "Using the Media Window".

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Timeline window — Contains buttons for previewing the playback of your content and lists
all of the layers in your project. See "Using the Timeline Window (page 40)".
Properties window — Displays properties for the asset that is currently selected in the
timeline window or media window.
Data Tables window — Enables you to create and manage the dynamic data table that is
used to provide data to your content. See "Working with DataTables" section.

Customizing Your Workspace


The Content Creator attempts to size and position the windows within your workspace to best fit
the orientation of the content and the size of the screen. If necessary, you can easily resize, hide,
dock, and undock the windows and save the changes to your own custom layout.
To save your current workspace:

1. Choose WINDOW > SAVE CURRENT LAYOUT.


2. Enter a name for your new layout, and click OK .

To load an existing workspace:

1. Choose WINDOW > LOAD WINDOW LAYOUT.


2. Select the desired layout from the sub-menu.

Using the Media Window


This section describes how to use the Toolbox elements located at the top-left of the Media
Window. Toolbox elements are shown below:

Subsequent sections explain how to perform these tasks in the media window:

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Importing assets (see "Importing Assets into Content Creator (page 20)")
Drawing shapes (see "Creating Shapes (page 29)")
Adding text (see "Creating Text Fields (page 30)")
Scrolling your content (see "Scrolling Your Content (page 35)")

Using the Media Window Selection Tool


The toolbar along the left side of the media window (refer to the previous graphic) provides various
tools for adding new assets or manipulating the assets in your content. You can use the Selection
Tool to select, reposition, resize, and rotate assets in the media window.
To select an asset in the media window:

1. Select the Selection Tool.


2. Click the asset in the media window or in the timeline.

To reposition an asset in the media window:

1. Select the Selection Tool.


2. Click and drag the asset in the media window (or in the timeline) to the position you want to
set.

To resize an asset in the media window:

1. Select the Selection Tool.


2. Click the asset (in the media window or in the timeline) to select it.
3. Click and drag on one of the selection box handles. Hold SHIFT to constrain both
dimensions.

To rotate an asset in the media window:

1. Select the Selection Tool.


2. Click the asset (in the media window or in the timeline) to select it.
3. While holding down the CTRL key, click and drag on one of the selection box handles.

Using the Media Window Zoom Control


If your content does not fit within the media window, you can zoom in or out to make it fit.
To resize your content within the media window:

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Select a zoom percentage from the ZOOM pull-down menu. You can also click in the Zoom
box and enter a custom zoom level.

Setting Display Options in the Media Window


At the top of the media window, you can pull down the OPTIONS menu to set the following display
options:

Show Selection Handles — When this option is selected (checked), some elements might
display selection handles or other GUI elements to help you manipulate them interactively in
the media window. You can hide the elements if you want to view the content as it appears
when played using CoolSign Network Manager. (These elements are automatically hidden
for you during content playback.) To hide GUI elements, uncheck Show Selection Handles
.
Show Media Info — When this option is selected (checked), the media window displays the
filename, resolution, and frame rate for each imported bitmap, video, or flash asset.
Show FPS — When this option is selected (checked), displays system performance
information in the top-left corner of the media window. Information includes the frame rate
per second as well as CPU and memory usage.
Toggle Full Screen — When this option is selected (checked), displays the media window
in full-screen mode, hiding all other functions of the Content Creator. To exit full screen
mode, press Alt+Tab .
Dump Trace — When this option is selected, saves and stores a diagnostic log of recent
activity at: C:\Users\user_name\AppData\Local\CoolSign\Content
Creator\Logs

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Chapter 2: Content Creation Basics
Importing Assets into Content Creator (page 20)
Importing Bitmaps into your Project (page 21)
Creating Interactive Content (page 23)
Importing Layered Adobe Photoshop Files Into Your Project (page 25)
Importing Video Into Your Project (page 26)
Importing Flash Into Your Project (page 28)
Creating Shapes (page 29)
Creating Text Fields (page 30)
Setting Text Layout Properties (page 32)
Setting Drop Shadow Properties (page 33)
Setting Interactive Properties (page 33)

Importing Assets into Content Creator


This section explains how to import static images, digital video, and Flash files into your project.
All asset types have the following properties:

Name — By default, the asset's name matches that of the imported file. You can change the
asset name to a more appropriate name if desired.
Size — The width and height of the asset, respectively. You can click in the Size boxes to
resize an imported asset.
File Name — The full path to the file used for the asset.
File Size — The disk size of the imported file.

You can also define an asset's layout properties:

Scale Mode— You can select Fill or Letterbox to change the appearance of the asset when
its size differs from the size of the media that it contains.
Anchor Point — If the scale mode is not Fill, you can click one of the nine boxes to control
whether the media remains centered or floats to a particular side of the bounding box.

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Other properties are specific to the type of asset. For details, see the following discussions:

Importing bitmaps ( see "Importing Bitmaps into your Project (page 21)").
Importing video ( see "Importing Video Into Your Project (page 26)").
Importing Flash files ( see "Importing Flash Into Your Project (page 28)").

Importing Bitmaps into your Project


Supported Bitmaps
Content Creator supports 32-bit images in the following formats:

Adobe Photoshop (*.psd)


JPEG (*.jpg)
Windows Bitmap (*.bmp)
Portable Network Graphics (*.png)
Graphics Interchange Format (*.gif)

If the image contains an alpha channel, the black areas of the alpha channel are transparent.

Importing Bitmaps
To import a bitmap into your project:

1. Choose ASSETS > IMPORT FILE...


2. In the dialog box, select the asset file to import.

Editing Bitmaps
To edit bitmap properties:

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1. Select the bitmap in the media window or in the timeline to display the Bitmap properties
window.

2. In addition to the properties that are common to all assets (name, size, file name, and file
size), bitmap assets have the following property:
Image Size — The original unscaled size of the imported file.
3. You can set properties to add a soft drop shadow to bitmap assets:

Show drop shadow — When checked, show a drop shadow on the selected asset.
Blur — How soft the drop shadow should be.
Opacity — The opacity of the drop shadow effect.
Color — The color of the drop shadow.
Offset — The offset in pixels that the drop shadow should be positioned.

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4. If you are building interactive content, you can specify the content to play when this shape is
clicked.

Hit Link The name of the content to play when this shape is clicked.

To specify multiple pieces of content, separate the names with semicolons.


To specify the region in which to play the content, include the @ sign. In this
example, the content named MyVid1 plays in the region containing the object that
was just clicked, and MyVid2 is queued to play after it. Meanwhile, MyVid3
immediately begins playing in AnotherRegion.

IMPORTANT
The requested content must be scheduled within the channel. It can be disabled, so
that it only plays if someone clicks a Hit Link, but it does need to be in the channel.

Creating Interactive Content


In the following example, Hit Link content has two link areas (Link to Item 1 and Link to Item 2) that
when clicked, triggers the appropriate content item to play.

All interactive content using the Hit Link feature needs to be scheduled in the channel using the CNM
Channel Manager. In the previous example, the Simple Menu content also has to be scheduled.

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Once scheduled, the Hit Link content plays. In this case, Item 1 for 15 seconds and Item 2 for 5 seconds.

The Hit Link content must be disabled; otherwise, it will play continuously. When disabled, the Hit Link
content only plays when clicked.

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The home content plays as scheduled and items 1 and 2 play only when clicked.

Importing Layered Adobe Photoshop Files Into Your Project


When you import a layered Photoshop file into your project, the Content Creator creates bitmap
assets for each layer. This allows you to manipulate individual layers in the Content Creator
timeline panel.

IMPORTANT
The Photoshop file must be a 16-bit or 32-bit RGB-type file. The following are note supported:

Layer effects and adjustment layers.


Grouping layers into folders in the Photoshop Layer window.

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To import a layered Photoshop file into your project:

Choose ASSETS > IMPORT PHOTOSHOP WITH LAYERS...

Importing Video Into Your Project


Supported Video Formats
Content Creator supports the following digital video formats:

MPEG-4 (*.mpg or *.mp4)


MPEG-1 (*.mpg)
AVI (*.avi)
Windows Media 9 (*.wmv)
H.264 (*.mov files created using the H.264 compressor/codec).

Importing Video
To import a video into your project:

1. Choose ASSETS > IMPORT FILE...


2. In the dialog box, select the asset file to import.

Editing Video
To edit video properties:

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1. Select the video asset in the media window or timeline to display the Video properties
window:

2. In addition to the properties that are common to all assets (Importing Assets into Content
Creator (page 26)), video assets have the following properties:

Duration — The duration of the imported movie.


Original Size — The original unscaled size of the imported movie.
Orientation — The orientation at which the movie was authored. You can use the
pull-down menu to change the orientation.
Loop video playback — When checked, forces the video to loop continuously while
the content is playing. This is only useful if the duration in timeline is greater than the
length of the video asset.
Hit Link — If you are building interactive content, you can specify the name of the
content to play when this video is clicked. To specify multiple pieces of content,
separate the names with semicolons. To specify the region in which to play the
content, include the @ sign. For an example of this usage, see the description of "Hit
Link (page )".

The requested content must be scheduled within the channel. It can be disabled, so that it only
plays if someone clicks a Hit Link, but it does need to be in the channel.

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Importing Flash Into Your Project
You can import Shockwave Flash (SWF) files exported from Adobe Flash or Adobe Live-Motion.
ActionScript-driven Flash is supported if you enable the Timeless option ( page 35).
To import a Flash file into your project:

1. Choose ASSETS > IMPORT FILE...


2. In the dialog box, select the asset file to import.

TIP
If you set the background color of an SWF movie to #0000FF (R:0 G:0 B:255), it is treated as
transparent with CoolSign.

To edit flash properties:

1. Select the flash asset in the media window or timeline window to display the Flash
Properties window:

2. Verify that the name of the Flash content does not contain any of the special characters that
are disallowed in file names (/ \ : , etc.).
3. In addition to the properties that are common to all assets (Importing Flash Into Your Project
(page 28)), Flash assets have the following properties:

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Duration — The duration of the imported SWF.
Loop Playback — When checked, forces the SWF to loop continuously while the
content is playing.
Show Transparency — When checked, whatever areas of the Flash file were
designed to be transparent are rendered with a transparent background. Checking
this box has no visible effect if the Flash file contains no transparency.
Timeless — When checked, ignores the Flash asset's timeline.
Use Legacy Flash Player — When checked, provides backward compatibility for
SWF files earlier than Flash 4.
Hit Link — If you are building interactive content, you can specify the name of the
content to play when this video is clicked. To specify multiple pieces of content,
separate the names with semicolons. To specify the region in which to play the
content, include the @ sign. For an example of this usage, see the description of Hit
Link (page ).

Alternatively, you can set up the hit link via an ActionScript call. For details, see the Creating
Shapes (page 29) or tech note "Accessing CoolSign Data from Flash", available from Haivision
Systems Inc.

IMPORTANT
The requested content must be scheduled within the channel. It can be disabled, so that it only plays if
someone clicks a Hit Link, but it does need to be in the channel.

Creating Shapes
The Content Creator provides a rectangle shape tool and ellipse shape tool for creating basic
shapes in your content. The shapes can be set with a fill color, a stroke color, and a stroke width.
To create a rectangle shape tool:

1. Select the rectangle shape tool.


2. Click and drag in the media window to create the rectangle. Hold down SHIFT to constrain
the shape to a square.

To create an ellipse shape tool:

1. Select the ellipse shape tool.


2. Click and drag in the media window to create the ellipse. Hold down SHIFT to constrain the
shape to a circle.

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To edit shape properties:

Select the shape in the media window or timeline to display the Shape Properties window:
Name — The name of the shape as it appears in the timeline and script.
Type — The type of shape.
Size — The width and height of the shape, respectively.
Fill Color — The color that is used to fill the interior of the shape.
Stroke Color — The color that is used to stroke the outline of the shape if the Stroke
Width is greater than zero.
Stroke Width — Sets the width of the line that is used to stroke the outline of the
shape. Setting the stroke width to zero removes the stroke.
Hit Link — If you are building interactive content, you can specify the name of the
content to play when this video is clicked. To specify multiple pieces of content,
separate the names with semicolons. To specify the region in which to play the
content, include the @ sign. For an example of this usage, see "Creating Interactive
Content" (page 23).

IMPORTANT
The requested content must be scheduled within the channel. It can be disabled, so that it only plays if
someone clicks a Hit Link, but it does need to be in the channel.

Creating Text Fields


CoolSign Content Creator enables you to create text fields in your content. Text fields can contain
either static text or be bound to a data table when creating dynamic content.
To create a text asset:

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1. Select the text tool.
2. Click and drag in the media window to create the text asset.

To edit text field properties:

1. Select the Selection Tool.


2. Click the text asset in the media window or timeline to display the Text Properties window:

Name — The name of the text asset.


Text — The text string that is displayed in the text field. Click the ellipsis (...) button to
open a multi-line text editor if you want to enter multiple lines of text.
Expression — You can enter a JavaScript expression to set the value of the text.
Font — You can set any TrueType or PostScript font that is currently installed on
your system.
Style — You can toggle the style buttons to make your text bold, italicized, or
underlined.

TIP
CCT content is not HTML. While the CoolSign Media Player does support an Italics
property on each text asset, there is no support for making part of a text asset italic
using an expression. As a workaround, separate the text/data that you want to be
italicized from the other text/data that should not be italicized, and bind each of those to
two or more separate assets. Then, you can enable the Italics property on the entire
text asset as desired.

Size — The maximum point size of the text. The actual point size might be smaller if
Resize text to fit is checked.
Color — Specifies the fill color for the text.
Tracking — Sets the spacing between each character in the text. The tracking can
range from -100 to 100.
Leading — Sets the spacing between each line in the text. The leading can range
from -100 to 100.

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Setting Text Layout Properties
You can define properties that determine how your text should be laid out within the text bounding
box. This is especially useful when you are creating dynamic data fields where you don't have
control over exactly what text might be shown.

H-Align, V-Align — Specifies the horizontal and vertical alignment of the text within the
bounding box. You can set both.
Trimming — Defines how the text box should wrap or crop text that is wider than the
bounding box. When Wrap is checked, trimming defines where the text should break for the
next line. If Wrap is not checked, trimming defines where the text should be cropped.
Trimming has no visible effect when Wrap is off and Scale down text to fit is on.
Wrap — When checked, forces text to wrap to multiple lines if the text doesn't fit on a single
line. The Trimming and Resize text to fit properties determine how text is wrapped.
Resize text to fit — When checked, forces the text to fit within the bounding box by
decreasing the font size if necessary. Text only resizes after accepting any trimming or wrap
properties.

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Boundary — Sets the width and height of the text field. You can also set these values by
resizing the text field in the media window ("Using the Media Window Selection Tool (page
18)").

Setting Drop Shadow Properties


You can set properties to add a soft drop shadow to text assets:

Show drop shadow — When checked, show a drop shadow on the selected asset.
Blur — How soft the drop shadow should be.
Opacity — The opacity of the drop shadow effect.
Color — The color of the drop shadow.
Offset — The offset (in pixels) of the drop shadow.

Setting Interactive Properties


Hit Link — If you are building interactive content, you can specify the name of the content to play
when this video is clicked. To specify multiple pieces of content, separate the names with
semicolons. To specify the region in which to play the content, include the @ sign. For an example
of this usage, see "Creating Interactive Content (page 23)".

IMPORTANT
The requested content must be scheduled within the channel. It can be disabled, so that it only plays if
someone clicks a Hit Link, but it does need to be in the channel.

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Chapter 3: Advanced Content Creation
Topics Discussed
Scrolling Your Content (page 35)
Playing Your Content Back (page 39)
Using the Timeline Window (page 40)
Changing the Layer of Assets in Your Content (page 40)
Setting the Start and Stop Time of Assets (page 41)
About Transform Properties (page 41)
Editing Transform Properties (page 42)
Interactively Editing Transform Properties (page 42)
Animating the Transform Properties of an Asset (page 43)
Understanding Keyframe Auto-Creation (page 44)
Editing Keyframes (page 44)
About Keyframe Interpolation Modes (page 45)
Setting Post-Interpolation Modes (page 46)
Using Templates (page 47)
Using Data Tables (page 50)
Understanding Data Tables (page 50)
Understanding Data Fields (page 50)
Using the Data Tables Window (page 50)
Creating a Data Table (page 51)
About Character Masking (page 56)
Importing a Data Table from a CoolSign Network (page 57)
Filtering Your Dynamic Data (page 57)
Sorting How Your Data Displays (page 58)
Entering Sample Data Into Your Data Table (page 59)
Ordering Your Sample Data (page 61)
Printing Sample Data (page 61)

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Using Dynamic Data in Your Content (page 61)
Creating Data Fields (page 61)
Viewing Sample Data in Your Data Fields (page 62)
Using Data Panels (page 63)
Editing Data Panel Properties (page 64)
Setting Data Panel Layout Properties (page 65)
Setting Data Properties (page 66)
Adding Expressions to Transform Properties (page 67)

Scrolling Your Content


The Content Creator provides a Scroll Tool that you can use to move other assets across the
screen at a consistent speed. One common use of this tool would be to implement a scrolling ticker.
To create scrolling text:

1. Select the scroll tool.


2. Click and drag in the media window to define the dimensions of the scroll control. You can
subsequently modify the dimensions in the Scroll Properties window.

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3. Select the scroll control in the media window or timeline to display the Scroll Properties
window:

Name — The name of the scroll control as it appears in the timeline and script.
Size — The dimensions (in pixels) of the scroll control.
Fill Color — The color that is used to fill the interior of the scroll control. To specify a
transparent scroll control, select the Web tab (in the color selector) and click
Transparent.
Stroke Color — The color that is used to stroke the outline of the scroll control if the
Stroke Width is greater than zero. To specify a transparent scroll control, select the
Web tab (in the color selector) and click Transparent.
Stroke Width — Sets the width of the line that is used to stroke the outline of the
scroll control. Setting the stroke width to zero removes the stroke.
Pick Scrolling Assets — Displays the Pick Scrolling Assets dialog. See "Setting
Interactive Properties (page 35)". for more details.
Horizontal Speed — The speed (in pixels per frame) with which all scrolling assets
move across the screen horizontally. To scroll to the right, define a positive horizontal
speed. To scroll to the left, make this a negative value.

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Vertical Speed — The speed (in pixels per frame) with which all scrolling assets
move across the screen vertically. To scroll down, define a positive vertical speed. To
scroll up, make this a negative value.
To scroll diagonally (in multiple dimensions), define both a horizontal and vertical
speed.
Horizontal Spacing — When scrolling multiple assets across the screen, this value
sets the number of pixels that separate each asset horizontally.
Vertical Spacing — When scrolling multiple assets across the screen, this value sets
the number of pixels that separate each asset vertically.
Only scroll one asset at a time — Check this box to limit the scroll control to a
single asset at a time. The next asset does not appear on the screen until the current
asset has completely exited the scroll control's boundaries.
Repeat assets continuously (ticker mode) — Check this box to scroll assets
continuously, as with a stock ticker. The ticker clones one set of the assets for each
row in the data table.
End playback after scrolling last row — Check this box to cause the entire piece of
content to end playback as soon as all rows in the data table have been displayed in
the ticker and have finished scrolling off the end of the screen. In the AdPlayer, this
causes the next item in the channel schedule to begin to play.
Hit Link — If you are building interactive content, you can specify the name of the
content to play when this scrolling element is clicked. To specify multiple pieces of
content, separate the names with semicolons. To specify the region in which to play
the content, include the @ sign. For an example of this usage, see "Creating
Interactive Content (page 23)".

IMPORTANT
The requested content must be scheduled within the channel. It can be disabled, so
that it only plays if someone clicks a Hit Link, but it does need to be in the channel.

To select scrolling assets:

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1. Click the Pick Scrolling Assets button in the Scrolling section of the Scroll properties window.

2. In the Pick Scrolling Assets dialog, perform the following actions as required:

To select an asset that you want to scroll, click to select the asset from the list of
available assets (on the left), then click the > button.
To select all available assets, click the >> button.
To remove an asset from the list of scrolling assets, click to select it in the list on the
right, then click the < button.
To remove all assets from the scrolling list, click the << button.
To reorder the assets in the list on the right, use the up and down arrow buttons.

The following limitations apply to scrolling:

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Only text, shapes, and images (not videos) can be scrolled. Text and images can be static,
or they can be dynamically retrieved from the data table.
You cannot scroll another scroll control.
You cannot scroll an asset that is already assigned to another scroll control in the same
project. You must first remove an asset from its current scroll control before you can add it to
a different scroll control.
You cannot scroll an individual data field that is assigned to a data panel.

After exiting the scroll control, the scrolling asset remains visible. To hide an asset that has exited
the scroll control, you might want to superimpose a black box, JPEG, or other image.

Playing Your Content Back


The playback controls at the top of the timeline window can be used to play, pause, frame
advance, frame rewind, and jump to the beginning or end of the content. The loop button can be
toggled for looping playback. The current time of the content is displayed in the time field.

NOTE
You can hold down the frame advance or frame rewind button to advance or rewind the content at a
speed of five frames per second.

To start playing your content:

Click the Play button in the timeline window.

or

Select the menu item Playback > Play .

To jump to a specific time in your content:

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1. Click the time field to display the Go To Time dialog. Or, select PLAYBACK > GO TO TIME .

2. Enter the time to jump to.


3. Click OK .

To scrub to a specific time in your content:

Click and drag the time slider to the desired time.

Using the Timeline Window


The timeline window displays a list of all the assets in your content and enables you to adjust
transform properties, set animation key frames, and write transform expressions.

NOTE
The timeline refers to the length of time over which the content is played, and not the time of day
scheduled for playback. For information on scheduling, see "About Scheduling" in the CoolSign
Network Manager User's Guide.

Changing the Layer of Assets in Your Content


Each asset of your content is listed in the timeline window in the order from top to bottom. Assets at
the top of the list appear in your content composite above the assets that are below them in the list.
To change an asset's layer:

From the timeline window, click and drag the asset name above or below the other assets in
the timeline window.

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To bring an asset to the front:

Select LAYOUT > BRING TO FRONT .

To send an asset to the back:

Select LAYOUT > SEND TO BACK .

Setting the Start and Stop Time of Assets


Each asset can be set with a start and stop time. Assets are not visible before and after their start
and stop times.

To set the start or stop time of an asset, do one of the following:

Click and drag on the left or right handle of the asset's time bar to set the start or stop time.
Edit the start or stop time in the timeline window.

About Transform Properties


Every asset has a set of transform properties that can be animated. To expand the asset's
transform properties, click the + button to the left of the asset's name.

Every asset has the following transform properties:

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PositionX — Horizontal position of the center of the asset relative to the center of the stage
(in pixels).
PositionY — Vertical position of the center of the asset relative to the center of the stage (in
pixels).
Rotation — Rotation of the asset in degrees.
ScaleX — Percentage that the asset is scaled in the horizontal dimension.
ScaleY — Percentage that the asset is scaled in the vertical dimension.
Opacity — Percentage of transparency applied to the asset, ranging from 0% (invisible) to
100% (fully visible).

For some asset types, additional transform properties are available:

FillColor — Color used to fill the asset. Available for shape and text assets.
StrokeColor — Color used to stroke the asset. Available for shape assets only.
Volume — Volume of embedded audio track. Available for video and Flash assets only.

Editing Transform Properties


You can numerically edit the value of a transform property if you know the exact value you want to
set.
To numerically edit the transform properties of an asset:

1. Click the Expand/Collapse button to expand the transform properties for the asset.
2. Click the Value of the transform property you want to edit.
3. Type a new value into the field.
4. Press Enter or click off the field.

Interactively Editing Transform Properties


You can interactively adjust an asset's transform properties and immediately see the changes in
the media window.
To interactively edit the transform properties of an asset using the mouse:

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To interactively adjust the value of a transform property, click and drag horizontally on the
property name. Drag to the left to decrease the value and drag to the right to increase the
value.
You can also click and drag the asset within the media window.

To interactively edit the transform properties of an asset using the keyboard:

1. Select the transform property you want to edit in the timeline window.
2. Do one of the following to:
Increment or decrement the value by 1, press either the left or right arrow keys as
appropriate.
Increment or decrement the value by 10, hold down the CTRL key while pressing
either the left or right arrow keys as appropriate.

Animating the Transform Properties of an Asset


You can animate the transform properties of your assets by setting keyframes. A keyframe
establishes the value of the property at a specific point in time. If you define multiple keyframes, the
keyframe interpolation mode determines how the value of the property is interpolated over time —
that is, how the property is animated between two adjacent keyframes. For more about
interpolation modes, see "About Keyframe Interpolation Modes (page 45)".
To create a new keyframe for a transform property:

1. In the timeline window, select the transform property for which you want to set a keyframe.
2. Set the value of the transform property to the value you want the keyframe to use.
3. Position the time slider to the time at which you want to create the keyframe.
4. Right-click on the property name or in the keyframe area and choose Add new keyframe .

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Understanding Keyframe Auto-Creation
Once you have set a keyframe for a transform property, the property is now animated. If you
change the value of an animated property, one of two things can occur:

If the time slider is set to the same time as an existing keyframe, the value of that keyframe
is updated to reflect the new transform property value.
If no keyframes are defined for the current time of the content, a new keyframe is
automatically created with the transform property value at the current time.

Editing Keyframes
You can edit the value of an existing keyframe, move the keyframe in time, or delete keyframes.
To edit the value of an existing keyframe manually:

1. Set the time slider to the same time as the keyframe.


2. Enter the desired value into the transform property.

To edit the time of an existing keyframe:

In the timeline window, click and drag the keyframe to the new time.

To edit the value and time of an existing keyframe numerically:

1. Do one of the following:


Double-click on the keyframe.
Right-click on the keyframe and choose EDIT KEYFRAME. The Edit Keyframe dialog
appears:

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2. Edit the keyframe time, value, or interpolation mode.
To navigate through other keyframes without having to close the Edit keyframe
dialog, use the right and left arrow buttons in the Edit keyframe dialog.
To select multiple keyframes in the timeline window — for example, the start and end
values of the specific transform property — hold down the Shift key while selecting.
You can then drag the selected values to the new location.
3. Click Close .

To delete a keyframe:

In the timeline window, right-click on the keyframe and choose DELETE KEYFRAME.

To delete all keyframes for a transform property:

1. In the timeline window, right-click on the property name or in the keyframe area.
2. Then, choose CLEAR ALL KEYFRAMES.

About Keyframe Interpolation Modes


CoolSign Content Creator currently provides two types of keyframe interpolation modes that set
how a property is animated between two keyframes:

Linear — (Default) The property changes linearly from one keyframe to the next.

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Hold — The property holds at the first keyframe and immediately pops to the second
keyframe value.

To edit the keyframe interpolation mode:

1. Do one of the following:


Double-click on the keyframe.
Right-click on the keyframe and choose EDIT KEYFRAME.
2. Select a new interpolation mode.
3. Click Close .

Setting Post-Interpolation Modes


By default, when you set keyframes for a property of an asset, the value of the last keyframe is
held throughout the remainder of the content. There are a number of alternative post-interpolation
modes that you can set to define how animation is interpolated after the last keyframe. The
following post-interpolation modes are available:

Hold (Default) — The value of the last keyframe is held constant.

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Extend — Extrapolate the slope between the last two keyframes so that the value continues
at the same rate.

Mirror — Loop back and forth through all the set keyframes.

Cycle — Loop forward through all the set keyframes from the beginning.

Using Templates
Templates are a recent addition to CoolSign. Consequently, you might need to create a new
project to specify that it is a template.
Templates can only be created using the CoolSign Content Creator. A template is basically a
standardized layout that can be modified in only a specified manner. In CoolSign Content Creator,
the Content Designer uses a data table and data table elements to specify what can be modified.
Once the template has been created, the Content Designer publishes it to the CoolSign Content
Creator and it is available for use in the web-based interface under the Templates tab.

Creating a Template
To create a template:

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1. Create a new project, and select TEMPLATE for the Project Type.

2. Fill out the remaining project settings as you would normally.


3. When the project workspace opens, create the content that you want. See Importing Assets
into Content Creator (page 20).

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4. Next, create a data table with data fields for the content elements that you want to be able to
edit in the template. See Using Data Tables (page 50) and Using Dynamic Data in Your
Content (page 61) for information on this.

IMPORTANT
If you imported Photoshop asset that included layered elements that you want to replace with a
dynamic data field so that it is editable, you will need to locate the layer element in the
Timeline window, click the + to open the element's properties and set the Opacity to 0%.

5. The data fields are bound with expressions to the data table. Refer to Writing Content
Creator Expressions (page 68) for more information.
6. When finished, click FILE > PUBLISH TO NETWORK...
7. When prompted, click OK.

8. The CNM login screen appears, log in so that the content can be published.
9. When the files have been transferred, you can click the Templates tab in the web-based
user interface (WUI) to verify that your template is available.

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Using Data Tables
One of most powerful features in CoolSign is the ability to have your content dynamically display
information pulled from CoolSign data tables. The CoolSign Content Creator includes specific tools
for integrating your content with dynamic data. You can use dynamic data features to create
content that displays product pricing, weather reports, stock quotes, sports scores and more. Data
from a CoolSign data table can be displayed in a text field or you can display images or movies
imported into a data table. You can also write expressions that drive the properties of an asset
based on dynamic information — for example, setting the height of a thermometer graphic in a
weather ad or changing the color of text based on the data displayed.

Understanding Data Tables


In CoolSign, dynamic data is stored in data tables. Data tables can store text, numbers, dates, and
media files like images and video. Content Creator lets you define your own data table structure, or
you can import a data table from CNM. Once your data table structure is defined, you can enter
sample data into the data table so you can preview what your content will look like.

NOTE
When you subsequently import the content into CNM, only the structure of the data table is imported;
none of your sample data is filled in. You must use CNM to populate the data tables with the actual
data.

Understanding Data Fields


In order to show dynamic data in your content, you need to create data fields for the data to be
displayed in. Data fields are bound to the data in a CoolSign data table with binding expressions.
Binding expressions are automatically generated when you create a data field, but they can be
edited or created from scratch for more complicated bindings. A data field can either directly
display the text from a data table or it can display an image or other media asset that the data table
contains.

Using the Data Tables Window


The Data Tables window enables you to manage the data tables in your content. You can add a
new empty data table to your project with no fields or sample data. You can then define fields and
add sample data. When you import your content into a CoolSign network, the data table is
automatically created and bound for you. For more details, see:

Creating a Data Table (page 51)


Working with DataTables
Editing Data in a Data Table

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Entering Sample Data Into Your Data Table (page 59)

Creating a Data Table


To add a new data table to your project:

1. In the Data Tables window, click New...

The Data Table dialog opens.

2. Enter a name for the new data table.

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3. To add a field to the new data table, click Add.

The Field Properties dialog appears.


4. Enter the name of the new field in the Field Name text box.
5. In the Field Type combobox, select the type to restrict entry to the field. You can choose one
of the following field types:

NOTE
See "About Character Masking (page 56)" for a list of meta-characters, special characters,
and literal characters that can be used when restricting field entries.

Text — Enables any alphanumeric characters, including the letters A-Z (upper and
lower case) and number 0-9. Used for basic or European text.
Number — Enables numeric entry using a spin edit control.
Boolean — Enables boolean entry of True/False.
Date & Time — Enables both date and time entry.
Date — Enables date entry using a date/time picker control.
Time — Enables time entry using a time control.
Media — Enables import of an image, movie, or flash media asset.
Long Text — Enables memo-style text entry for long fields.
International Text — Enables text that is not European. This refers to UTF-8 support
(8bit UCS/ Unicode Transformation Format). UTF-8 is a variable-length character
encoding for Unicode. It is able to represent any character in the Unicode standard,
yet is backwards compatible with ASCII.
6. In the Default Value text box, enter the default value to use when a new row is added to the
data table.

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7. Set any desired constraints on what can be entered into the data field:
Use Picklist (Text only) — Displays the text field using a combobox where you can
select from a list of pre-defined values. You can enter one or more pre-defined values
in the picklist text box separated by carriage returns.
Allow Editing (Text only) — Enables you to enter custom values in addition to the
values available from the picklist option.
Limit Chars (Text only) — Limits the maximum number of characters that can be
typed into a text field.
Char Mask (Text only) — Restricts which characters can be entered into a text field.

Examples:

A mask for entering a telephone number: (000)000-0000. Each zero (0) metacharacter in
this mask requires a numeric character in the corresponding position. No characters can be
omitted. Note that the "-", "(and)" characters in the mask are literals. Following are images of
an editor that uses this mask:

A mask for entering a telephone number with an optional area code: (999)0000000. The "9"
metacharacter enables you to omit the area code part of a phone number.

A mask for entering an alpha-numeric sequence: \A>LL-00. The "\A" stands for the literal
character "A". Since "A" is used as a metacharacter, the backslash must be used to make
"A" appear as a literal. The ">" command specifies that the following text should be in
uppercase. The "LL" substring indicates that two alphabetical characters should be inserted
in this position. The "00" substring is a placeholder for two digits.

Force Case (Text only) — Forces the case of all characters to either upper or lower case.
Only allow values from (Number only) — Enables setting the minimum and maximum
value of a number field.

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Media Type (Media only) — Sets the type of media that can be imported into a media field.

Image Constraint (Media only) — When checked, importing images display a special dialog
that can be used to crop and scale the imported image to fit the defined resolution. When
checked, causes a dialog to appear when you import an image, giving you the opportunity to
crop and scale.

Click OK .

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To add another field, repeat steps 3. through 8.

When you're done, click OK to close the Data Table Properties dialog. The Data Tables
window now includes the fields that you've just added.

You can now:

Import a data table from a CoolSign network.


Create a filter expression on your data table to limit the records to display (page 57).
Set the sorting order in which data from the table is displayed (page 58).

Populate the data table with sample data so that you can preview how your content looks
like when actually playing.

To edit a data table structure:

1. In the Data Tables window, click Edit...


2. Add new fields or delete fields as desired.

NOTE
You can also modify existing data structure elements (such as the data table name and data
fields).

3. Click OK.

NOTE
For detailed information about the available properties and data table field settings, see "
Creating Data Fields (page 51)".

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About Character Masking
Metacharacters—used to represent a range of symbols. You can enter text only in the positions
that correspond to metacharacters. When a metacharacter is found at a specific position in the
mask you can enter any character from the related range in this position in the edit box. The
following table lists the available metacharacters:

Character Meaning

L Requires an alphabetic character in this position. For the United States, this is A- Z, a-z.

l Permits only an alphabetic character in this position, but doesn't require it.

A Requires an alphanumeric character in this position. For the United States, this is A-Z, a-z, 0-
9.

a Permits only an alphanumeric character in this position, but doesn't require it.

C Requires an arbitrary character in this position.

c Permits an arbitrary character in this position, but doesn't require it.

0 Requires a numeric character in this position.

9 Permits only a numeric character in this position, but doesn't require it.

# Permits only a numeric character or a plus or minus sign in this position, but doesn't require it.

Special Characters—used to control the case of the input string and to represent various
delimiters and currency symbols.

Character Meaning

> If a > character appears in the mask, all the characters that follow it are in upper- case until the
end of the mask or until a < character is encountered.

< If a < character appears in the mask, all the characters that follow it are in lower- case until the
end of the mask or until a > character is encountered.

<> If these two characters appear together in a mask, no case checking is performed and the
data is formatted with the case you use during data entry.

/ A / character is used to separate the months, days, and years in dates. If the char- acter that
separates the months, days, and years is different in the regional settings of the system that
the application runs on, that character is used instead.

: A : character is used to separate the hours, minutes, and seconds in time values. If the
character that separates the hours, minutes, and seconds is different in the regional settings of
the system that the application runs on, that character is used instead.

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$ A $ character is used to designate currency values. If the character that designates the
currency values is different in the regional settings of the system that the appli- cation runs on,
that character is used instead.

Literal Characters —A character that is neither a metacharacter nor a special character is called a
literal. Literals are inserted automatically as is into the edit box in their positions defined by the
mask. There is no need to enter literal characters, the cursor skips over them during editing.

NOTE
Metacharacters and special characters can also appear as literal characters if they are preceded by a
backslash (\).

Importing a Data Table from a CoolSign Network


If the data table for which you are creating content already exists, you can import it from a CoolSign
network instead of creating it from scratch. This is especially useful if the content you are creating
is bound to a data table that is created by an external data source like the CoolSign DataFeed or
DataWatcher. When you import a data table, its current data values are imported as sample data.
To import a data table from a CoolSign network:

1. In the Data Tables window, click Import...


2. If you haven't yet connected to a network, the standard CNM login dialog appears.
3. Select the data table you want to import from the list of available data tables.
4. Click OK.

Filtering Your Dynamic Data


Often, you'll want to filter which rows in a data table that appear in your content. You can create a
filter expression on your data table to limit the records to display.
To display the Set filter dialog:

1. In the Data Tables window, select the Properties tab for your data table.

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2. Click the ... button to open the Set filter dialog.

Field — Select the field from your data table that you want to use in your filter criteria.
Condition — Select the condition that you want to use to compare the selected field
against the criteria.
Value — You can manually enter a value to compare a field against.
Attribute — If you want to filter against an attribute of the node on which the content
is playing, you can either enter the attribute name into the Attribute text box or you
can click Select attribute to connect to a CoolSign Network and choose an attribute
that exists on that network. Filtering against an attribute is useful when you want to
localize the dynamic data in your content.
Default Value — If you've selected to filter against an attribute, you can enter the
value of the attribute for previewing within the Content Creator. When your content is
played back on a CoolSign player, the filter uses the value of the attribute for that
player.
Edit filter script — By default, this dialog opens with a simple interface that enables
you to define your filter criteria. For more advanced filter expressions, you can check
this box to display a field into which you can directly type a JavaScript filter
expression.
Clear Filter — Click this button to reset your filter to display all available rows.

Sorting How Your Data Displays


From the Data Tables window, you can set the sorting order in which data from your data table
appears. This is useful when you are displaying data using a table-like format or if your content is
looping to show multiple rows of data. There are two special sort orders:

InOrder — No additional sorting is applied to the data.


Shuffle — Rows are sorted randomly each time the content plays.

To sort your data based on a specific column, click the column header (or select the column from
the Sort by menu). You can also click the Ascending or Descending radio button to determine the
sort order.

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Entering Sample Data Into Your Data Table
You might want to preview your content with sample data in the data table so you can see what it
looks like when actually playing and to make sure that your design supports the different data that
can be entered.
To add a new row to the sample data:

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1. In the Data Tables window, click Add Row .

2. Click in the column and row you want to edit.


3. Do one of the following:

Type a new value.


Use the column editor controls to edit the field value.

For example, use the column editor controls to edit an image field. When you define a data table
field (such as the quantity) you can add a field and set it to each field type, which might have a
column editor associated with it. If you create a field date and time field and then add a value, you
get a drop-down menu column editor that shows you a calendar. Once you create a field you'll see
the column editor controls associated with that field.
To delete a row from the sample data:

1. Select the row you want to delete by clicking in any field.


2. Click Delete Row .

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Ordering Your Sample Data
Every data table has a special ordering index field that determines the order of a row within the
data. By default, the ordering field is not visible.
To display the ordering field:

1. In the data table's sample grid, right-click anywhere to display the popup menu.
2. Select Show Ordering to toggle the visibility of the ordering field.

Printing Sample Data


You can print your sample data or save it to PDF or graphic files.

1. To do so, choose Print Data from the sample grid's pop up menu.

Using Dynamic Data in Your Content


You can use data from a data table in your content in either of two ways: data fields or property
expressions.

Creating Data Fields


As described previously, a data field can either directly display the text from a data table or it can
display an image or other media asset that the data table contains.
To add a data field to your content:

1. Select the data field tool from the toolbar.

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2. Click and drag in the media window to lay out the position and size of the data field.

3. If you have not already added a data table to your project, the Create DataTable dialog
appears, prompting you to create a new data table or import an existing data table from an
available CoolSign network (see "Using Templates (page 47)").
4. After creating a new data table, or if a data table already exists in your project, the New Data
Field dialog appears.

5. Do one of the following:


Select a field from the field list.
Click New Field to create a new field in the data table.
6. Click OK . If the field you selected is a media field, a media data field is automatically
created; otherwise, a text data field is created.

Viewing Sample Data in Your Data Fields


If you've entered sample data into your data table, that data is used to populate your data fields
using whatever filter and sort properties you might have set. If there is no sample data in your data
table, or if your filter expression does not return any data, the data field displays the name of the
field to which it was bound.

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Using Data Panels
A data panel is a special grouping of data fields that can be used to aid when creating content that
displays multiple rows of data in a table-like format. For example, if you are creating content that
appears in multiple rows of data from a sports score data table, it would be very tedious to have to
add a data field for each field and row you wanted to display. Data panels enables you to set up
one panel of data fields and then specify how many duplicates should be created. You have total
design freedom to lay out the fields in your data panel however you'd like. You can even animate
the data fields in a data panel.
To add a data panel to your project:

NOTE
First, design the data panel that you'll create. This simplifies the task of subsequently populating the
data panel.

1. If you have not added a data table to your project, use the Create DataTable dialog to create
a new data table or import an existing data table from an available CoolSign network (see "
Using Templates (page 47)").
2. Select the data panel tool from the toolbar.
3. Click and drag in the media window to position and lay out the panel.
4. Indicate whether you are creating a new table or importing an existing table.

5. If this is a new table, give it a name.

6. Verify that the data panel is selected in the media window.


7. Select the data field tool from the toolbar.
8. Click and drag inside the data panel in the media window to position the data field. You can
subsequently resize or rearrange the data fields.

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9. When you've finished positioning your new data field, the New Data Field dialog appears

10. Choose the data table that is bound to this data panel.
11. Do one of the following:
Select a field from the field list.
Click New Field to create a new field in the data table.
12. Click OK .
13. To add another field to the data panel, repeat steps 6 through 12. Once you've added fields
to your data panel, you can set the properties for the data panel:
Panel properties (page 64)
Layout properties (page 65)
Data properties (page 66)

Editing Data Panel Properties


You can edit data panel properties from the DataPanel properties window:

Name — Specifies the name of the data panel.


Data Table — Specifies which data table is bound to the data panel.
Start Row Index — Sets the index of the row of data to display in the first row of the data
panel.

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Setting Data Panel Layout Properties
Once you've added fields to your data panel, you can use the data panel layout properties to create
additional rows and columns of fields. Use the data panel option to display one or more data field
values. Use the data layout properties to display more than one row.

The only way to add a data field within the data panel is by creating the data field inside the data
panel. Rows are top to bottom and columns are side by side.

Rows — How many rows of data panels to display.


Cols — How many columns of data panels to display.
Spacing — How many pixels each row or column should be offset.
Flow Direction — How records should flow into the rows and columns of data panels.
Child Animation Offset — The number of seconds that is used to offset any animated data
fields in each data panel. You can use the timing offset property to stagger the animation of
data fields so that each row animates one after another or overlapping.

You can only interact with the first row of a data panel in media window. When you transform the
data panel by repositioning it or resizing it, all other data panel rows snap to match. If you add
additional data fields to the data panel or remove fields, all other data panel rows synchronize to
match.

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Setting Data Properties
When your data table has more rows of data than you can display at once in your content, you can
use the data properties to define what should happen. For example, you might have designed
content to display a list of menu items for a restaurant, but you can only fit five items on the screen
at a time. The data properties determine what to do if there are more than five menu items in the
data table.

Show multiple sets of data — When checked, this data panel is enabled to show multiple
sets of rows during a single iteration of the content. Otherwise, the data panel does not
advance beyond the selected rows in the data table until the next time the content plays.
Set duration — How long to wait before the data panel displays the next set of rows in the
data table. The duration also appears in the timeline for the data panel as a green timeline
bar. You can also adjust the duration by interactively adjusting the data panel's timeline bar.
Max sets — The maximum number of times that your content can loop to display multiple
sets of data. The data panel never shows more rows than exists in your data table, but you
can define a maximum number of sets in case you don't want to loop through all the rows in
a data table.
Auto-fit duration — When checked, your content automatically adjusts its duration to fit the
number of rows that appear. This is extremely useful when you don't know beforehand how
many rows of data are going to be in the data table, but want to ensure that your content
plays as long as necessary to show all the rows.
Pad start, Pad end — When Auto-fit duration is checked, you can also add an additional
pad to total duration of the content in case you want to display the final data row(s) for a
longer period.
Always start from first row — When this box is not checked, the content remembers the
last row that appeared the last time the content played, and begins with the next row in the
data table. When this box is checked, the display always begins with row one in the data
table.
Wrap data — When this box is checked, if there are fewer rows in the data table than there
are in the data panel, the remaining rows of the data panel begin again with row one of the
data table. Otherwise, the data panel is truncated after the last row of the table appears.

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Adding Expressions to Transform Properties
In addition to setting binding expressions for data fields, CoolSign Content Creator also enables
you to create expressions for the transform properties of any asset. You can use transform
expressions to dynamically set any transform property including position, scale, rotation,
transparency, or color.
When an expression is set for a transform property, the return value of the expression determines
the value of the property. Properties with expressions cannot be modified interactively via the
media window or timeline window value editor. For more information on writing expressions, see
Writing Content Creator Expressions (page 68).
To set an expression on a transform property:

1. Select the transform property of the asset for which you want to set an expression.
2. Right-click and choose Edit Expression from the pop-up menu.
3. Enter the expression into the Edit Expression dialog.
4. Click OK .

To clear an expression from a transform property:

1. Select the transform property.


2. Right-click and choose Clear expression .

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Chapter 4: Using Expressions
Writing Content Creator Expressions (page 68)
Special Content Creator Functions (page 68)
Editing Expressions (page 69)
Formatting Expression Results (page 71)
Conditional Formatting based upon Dynamic Data (page 72)

Writing Content Creator Expressions


All expressions in CoolSign Content Creator are written in JavaScript. There are numerous books
and websites with information on programming in JavaScript. CoolSign Content Creator only
processes "safe" JavaScript commands, so expressions cannot create windows, access the
filesystem, or perform any other unsafe functions. When you are writing either a binding or
transform expression, your expression is treated as a function and must return a string value as its
final action. You are free to add any necessary logic or processing to derive the value that your
expression returns and you can even have multiple functions defined within your expression.

Special Content Creator Functions


The Content Creator defines a number of special functions to make accessing data from data
tables simpler from a binding or transform expression. These functions exist in the content's global
expression.

NOTE
While it is possible to edit the global expression, doing so might make the content unreadable to
Content Creator so proceed at your own risk.

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The following special functions are defined:

Function GetValue (field) – Returns a string value from the data table for the given field of
the data table. If the field name does not exist in the data table, the default value parameter
is returned.
Function GetValueAtRow (field, index) – Returns a string value from the data table for the
given field and row index of the data table. If the field name or row index does not exist in
the data table, the default value parameter is returned.
Function GetValueEx (field, index, timeOffset, emptyValue)
Function GetValueByFiltered (fieldToReturn, fieldToCheck, valueToCheck) – Returns a
string value from the data table for the given field and row index of the data table. If the field
name or row index does not exist in the data table, the default value parameter is returned.
Function FormatDateValue (value, format, defaultValue) – Returns a date field from the
data table formatted using the format parameter.
Function FormatNumberValue (value, format, defaultValue) – Returns a number field from
the data table formatted using the format parameter.
Function GetAttributeValue (attribute, defaultValue) – Returns the value of the attribute for
the player on which the content is currently playing. If the attribute does not exist, the default
value is returned.

Editing Expressions
When you create a data field, a binding expression is automatically generated for you that links the
data field to a value in a data table. You can edit the expression for a data field or add a new
expression for a text field with the Edit Expression dialog.
To edit the expression for a data field or text field:

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1. Select the data field or text field in the media window or timeline to display the asset's
properties window.

2. In the Properties window, click Edit expression...

The Edit Expression dialog appears.


3. Use the expression builder to lay out the text as it should appear in your data field,
concatenate multiple fields together, and format date/time or number fields.

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Expression builder — You can edit the expression builder to add additional text or
special characters into your expression. For example, if you type an exclamation
point after the bound field (indicated by the field name in angle brackets), then an
exclamation point is always added in the data field regardless of what is typed into
the data table.
Available fields — All the fields from your data table and any special system fields
are listed here. You can drag a field from the list into the Expression builder to add it
to your expression. You can use this functionality to display multiple fields within your
data field. For example, you might have a FirstName and a LastName field that you
want to display together in a single data field.
Show script editor — Check this box to edit the actual JavaScript used for the
expression. You can enter more complicated expressions this way.
Re-evaluate expression every X seconds — Specifies how often the expression
should be re-evaluated and updated. Set to zero if you want the expression to only be
evaluated once when the content starts playing. When you add an asset to a ticker,
its expression evaluation frequency is set to "-1", which means that the expression is
evaluated once for each row of data in the ticker.

Formatting Expression Results


You can define some special formatting settings for the value that is returned by your expression,
including a default value for when no data exists and whether to force the data to upper- or lower-
case.
If your data field or expression returns a number or date/time value, you might want to format how
that value appears in the data field. The Content Creator provides a large set of pre-defined format
types for numbers and date/time values or you can create your own custom formats.
To customize how the data in a field is formatted:

1. Right-click on the field in the Expression builder to display the popup menu.
2. Select Format field... to display the Set Formatting dialog:

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Default value — Specifies the value to display when there is no data in the bound
field. For example, you might want to show blank records with "--" or "NoData"
instead of just a blank field.
Force case — You can use the pull-down menu to force the case of the data in a
field to all upper-case or all lower-case.
Format value as — Specifies how to format the value of the field. When you select a
format type other than None, the data format styles are shown. You can either select
a pre-defined format from the list or enter a custom format. For example, if you select
DateTime, the following Date format styles appear:

Conditional Formatting based upon Dynamic Data


You can have objects conditionally formatted (font or shape attributes) in Content Creator
depending upon a comparison of fields or the evaluation of a field from DataWatcher to determine
the font size or scaling factor for specific assets (such as by fetching a value out of a datable and
changing the color). For instance, if a field of current-stock-price is less than the field of yesterdays-
stock-price turn the font red. If the field of current-temperature is less than the value of 32 turn the
font blue.

Setting Text Color or Size based on Dynamic Data


This is done in much the same way that text from a data table is shown on screen. Only, instead of
selecting a text asset and clicking Create Expression to open the expression builder, click the +
icon next to the text asset in the Timeline window to view the scriptable properties for that asset.
Then, right--click on the desired property and click Edit Expression to get an expression builder
dialog where you can write Javascript to calculate a value for that property.

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For example, to change a stock price text asset color to red or green based on the price in a data
table, use a script similar to the following:

var price = GetValueEx("currentstockprice",rowindex,timeoffset,"");


var yesterday = GetValueEx("yesterdaysstockprice",rowindex,timeoffset,"");
if (price < yesterday)
{ return "FFFF0000"; // red
}
else
{ return "FF00FF00"; // green
}

The value being returned should be a hexadecimal string in ARGB format (alpha, red, green, blue).
To dynamically change the size of the text asset, create expressions on the ScaleX and ScaleY
properties that return a number equal to the desired scaling factor. For example, return 1.5 to make
the asset 50% larger.

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Chapter 5: Publishing Content
Topics Discussed

Publishing Content to a CoolSign Network (page 74)

Publishing Content to a CoolSign Network


To publish content from CoolSign Content Creator to the CoolSign network:

1. Select the menu item File > Publish to Network .


If you haven't already saved the project locally, you'll be prompted to do so before you can
publish the project.

To publish content from the Content Creator:


You must have Write Content capability. For details, see the "About Security" section of the
CoolSign Network Manager User's Guide.

1. When the CNM login dialog appears, enter your username and password and select the
CoolSign network where you wish to import the content.

IMPORTANT
If the content already exists on the network, it is overwritten.

After verifying your login credentials, the Content Creator publishes the content to the
CoolSign network, then disconnects you from the CoolSign network.

Using the CoolSign Content Wizard


The CoolSign Content Wizard guides you through a series of steps to convert your digital media
assets into content that can be played back on a CoolSign Digital Media Network. At any point, you
can click the Prev button to return to previous steps.

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Appendix A: Getting Help
North America (Toll-Free) International
General Support Number
1.877.224.5445 +1.
and choose from the following 514.334.5445
options:
and choose from the
1 – Sales
following options:
3 – Cloud Services
1 – Sales
4 – Support
3 – Cloud Services
4 – Support

US and International
IMS Services & Managed
Services Support Number
1.512.220.3463
Fax +1.514.334.088

Chat http://www.haivision.com

Support Portal http://www.haivision.com/support-portal-home

IMS and Haivision Video Cloud hvc@haivision.com


Support Email

Product Info info@haivision.com

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Appendix B: Glossary
This glossary was made possible due to the phenomenal efforts of Wikipedia and shared under the
Creative Commons by Share-Alike License (http://creativecommons.org/licenses/by-sa/3.0/).

A
AAC — Advanced Audio Coding. A standardized, lossy compression and encoding scheme for
digital audio. Designed to be the successor of the MP3 format, AAC generally achieves better
sound quality than MP3 at similar bitrates.
AAC-LD — AAC Low Delay. An audio compression standard designed to combine the advantages
of perceptual audio coding with the low delay necessary for two-way communication. It is closely
derived from the MPEG-2 Advanced Audio Coding (AAC) standard.
AES — Advanced Encryption Standard. A specification for the encryption of electronic data
established by the U.S. National Institute of Standards.
aspect ratio — The proportion of width to height.
audio bitrate — The number of bits used per unit of time to represent an audio stream. Measured
in kilobits per second (kbps).
audio gain — Measures of the ability of a circuit (often an amplifier) to increase the power or
amplitude of a signal from the input to the output, by adding energy to the signal converted from
some power supply. Measured in decibels (dB).
AVC — Advanced Video Coding. A standard for video compression, used for the recording,
compression, and distribution of high definition video.

B
B-frame — Contains difference information from the preceding and following I- or P-Frame within a
Group of Pictures (GOP).
back-door account — Hardcoded account credentials that provide access to the system.

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baseline profile — Targeted at light applications such as video conferencing or playback on
mobile devices with limited processing power.
bash — A Unix shell and command processor that typically runs in a text window, where the user
types commands that cause actions.
Blade — Blade or Navigational Blade. A GUI element that allows you to expand/collapse between
related views or drill down to a more detailed view.

C
CABAC — Context-based Adaptive Binary Arithmetic Coding. More advanced and gives a better
bit-rate-to-quality economy at the cost of higher processing power. For higher-quality applications
such as large-format web video.
CALVC — Context-based Adaptive Variable Length Coding for lower-quality applications.
cascade — The set of outputs that make up adaptive bit rate groups.
CBR — Constant Bit Rate. The encoder/transcoder generates a constant number of bits over a
period of time.
CDN — Content Delivery Network. A large distributed system of servers deployed in multiple data
centers in the Internet. The goal of a CDN is to serve content.
Certificate Authority — A certificate authority or certification authority (CA) is an entity that issues
digital certificates, which certifies the ownership of a public key by the named subject of the
certificate.
channel — A single video input into an encoder/transcoder.
Channel bonding — A computer networking arrangement in which two or more network interfaces
on a host computer are combined for redundancy or increased throughput.
CLI — Command Line Interface. A means of interaction with a computer program where the user
(or client) enter lines of text to issue commands to the program.
Closed Captioning — The act or process of including text as the transcription of the audio portion
to a digital video stream or program. NOTE: When closed captioning information is encoded in the
MPEG-2 data stream, only the decoder has access to the data; there is no standard for transmitting
the data to a display monitor separately.
closed captions — The actual text that appears on the screen during closed captioning.
cloud encoder — An encoder that does not include any video capture cards. A cloud encoder
requires the use of a source encoder streaming RTMP as input.
Codec — enCOder/DECoder. A device or computer program capable of encoding and/or decoding
a digital data stream or signal. A codec is a particular technology or method used to compress an
electronic signal, such as a video or audio recording.

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color space — Defines colors as a function of the absolute reference frame, color spaces, along
with device profiling, to allow reproducible representations of color, in both analogue and digital
representations.
CRADA — Cooperative Research and Development Agreement. A written agreement between a
private company and a government agency to work together on a project.
cURL — Command line tool for getting and sending files using the URL syntax.

D
DASH — Dynamic Adaptive Streaming over HTTP. An adaptive bitrate streaming technique that
enables high quality streaming of media content over the Internet delivered from conventional
HTTP web servers.
data field — A data field can either directly display the text from a data table or it can display an
image or other media asset that the data table contains.
data panel — A data panel is a special grouping of data fields that can be used to aid when
creating content that displays multiple rows of data in a table-like format.
DEB — The extension of the Debian Software Package format and the most often used name for
such binary packages.
DHCP — Dynamic Host Configuration Protocol. A standardized network protocol used on Internet
Protocol (IP) networks for dynamically assigning network configuration parameters, such as IP
addresses.
directory rollover — For HLS Akamai HD network distribution. When enabled, it limits the number
of .ts segments to 2000 before rolling over to a new directory.
DisplayPort — A digital display interface developed by the Video Electronics Standards
Association (VESA). The interface is primarily used to connect a video source to a display device
such as a computer monitor, though it can also be used to carry audio, USB, and other forms of
data.
DNS Server — Domain Name System server. The most important function of DNS servers is the
translation (resolution) of human-memorable domain names and hostnames into the corresponding
numeric Internet Protocol (IP) addresses.
Downlink — A connection from data communications equipment towards data terminal equipment.
Also known as a downstream connection.

E
ECS — Encoder Communication Server. A program running on the KB Transcoder encoder
system that manages one or more encoder processes. This manager of encoder processes also
uses a REST server to expose its system encoder processes.

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encoder/transcoder — A computer or appliance that takes video and audio input or digital video
and audio input and encodes or transcodes to a digital format.
endpoint — A URI that points to a function or operation provided by the API, e.g., /apis/demos.
event — A stream or streams that are to be broadcast or archived. An event is usually broadcast
live.

F
FEC — Forward Error Correction. A technique used for controlling errors in data transmission over
unreliable or noisy communication channels.
FirewallD — FirewallD is a firewall management tool for Linux operating systems. It provides
firewall features by acting as a front-end for the iptables packet filtering system provided by the
Linux kernel.
FMLE — Flash Media Live Encoder. A free live encoding software product from Adobe Systems.
FQDN — Fully qualified domain name, sometimes also referred to as an absolute domain name. A
domain name that specifies its exact location in the tree hierarchy of the Domain Name System
(DNS).
frame rate — The video frame rate per second. The number of still images that are displayed in a
given time interval to provide the illusion that the images are moving. A typical frame rate is 24
frames/second. (PAL uses 25fps while NTSC uses 29.97). Each picture of a video – either a frame
or a field – is partitioned into as many macroblocks as necessary to cover the picture area. These
macroblocks serve as the basic element for operations such as spatial/temporal compression,
motion compensation, and re-encoding.
Furnace — The Haivision IP video management server.

G
garbage timing — Refers to the scheduled execution of a background maintenance task to clean
up old messages and alerts.
Gateway address — A router interface connected to the local network that sends packets out of
the local network.
GOP — Group of Pictures. Specifies the order in which intra- and inter-frames are arranged.
GUID — Globally Unique Identifier. a 128-bit integer number that identifies resources. The format is
a defined sequence of 32 hex digits grouped into chunks of 8-4-4-4-12.

H
H.264 — A codec that is intended to serve a wide range of applications – from highly compressed,
low-frame-size videos to large format, cinema-quality videos.

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HDCP — High-bandwidth Digital Content Protection. A form of digital copy protection developed by
Intel Corporation to prevent copying of digital audio and video content as it travels across
connections.
HDD — Hard disk drive. A data storage device used for storing and retrieving digital information
using one or more rigid rapidly rotating disks (platters) coated with magnetic material.
HDS — HTTP Dynamic Streaming. The process of efficiently delivering streaming video to users
by dynamically switching among different streams of varying quality and size during playback.
HE-AAC — High Efficiency Advanced Audio Coding. An audio coding format for lossy data
compression of digital audio defined as an MPEG-4 Audio profile in ISO/IEC 14496-3.
HEVC — High Efficiency Video Coding. Also known as H.265 and MPEG-H Part 2. HEVC is a draft
video compression standard, currently under development as a successor to H.264/MPEG-4 AVC
(Advanced Video Coding).
hi — Term used to refer to a high-quality video encoding characterization of a given video input.
high profile — Most efficient of the top three profiles. Packs more quality into a given bit rate.
Hardest to process. Originally intended for high-definition applications such as Blu-Ray, however
becoming popular for web-video applications due to the increase in processing power.
HLS — HTTP Live Streaming. An HTTP-based media streaming communications protocol
implemented by Apple Inc. as part of its QuickTime, Safari, OS X, and iOS software.

I
I-frame — Intra-Coded Picture, usually referred to as a reference frame. An I-Frame contains the
full image of the picture (that is, it is not a delta).
IMAG — Image Magnification. Used in the audiovisual production industry referring to large-scale
theatrical or concert video projection to enable audience members seated at great distance from
the stage to see details of the performer's body language and facial expressions that could not be
seen with the unaided eye.
ISO 639-2 — ISO 639-2:1998, "Codes for the representation of names of languages — Part 2:
Alpha-3 code" lists three-letter codes for the representation of the names of languages.

J
JITC — Joint Interoperability Test Command. Conducts testing of national security systems and
information technology systems hardware, and software. Services include developmental,
conformance, interoperability, operational, and validation testing.
JMIT — JITC Motion Imagery Tool. Ensures that motion imagery systems conform to the JITC
standards.

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JSON — JavaScript Object Notation. An open-standard format that uses human-readable text to
transmit data objects consisting of attribute–value pairs.

K
key frame — Full frames directly derived from the original source without the use of references to
other frames within the video.
KLV — Key Length Value. Refers to metadata packets. A data encoding standard, often used to
embed information in video feeds. Items are encoded into Key-Length-Value triplets, where key
identifies the data, length specifies the data's length, and value is the data itself.

L
LATM — Low Overhead Audio Transport Multiplex. An interleaved multiple stream version of a
LOAS.
level — A restriction on the rate of chunks the decoding process could run into. The higher the
level the higher this restriction is set. This translates into a frame size and frame rate combination
restriction.
lo — Term used to refer to a low-quality video encoding characterization of a given video input.
LOAS — Low Overhead Audio Stream. A self-synchronizing format that encapsulates not only
AAC, but any MPEG-4 audio compression scheme such as Twin VQ and ALS.
lossless compression — Decompression process which results in a file identical to the original.
lossy compression — Process by which the data is reduced in such a manner that it takes
significantly less space than lossless compression alone, simply by discarding some, possibly most
of the original data. The trick is to discard in such a way that the missing information will not be
obvious.

M
MAC address — Media Access Control address. A unique identifier assigned to a network
interface card, usually assigned by the network card manufacturer.
main profile — More capabilities than Baseline, better efficiency than baseline, but comes at the
cost of a relatively higher CPU overhead. Usually used in medium-quality web video applications.
method — For the purposes of this document, this refers to the HTTP methods GET, POST, PUT,
or DELETE.
moov atom — A self-contained data unit that contains information about the video file; such as,
timescale, duration, display characteristics of the movie, etc. Also known as the movie atom.

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MPEG TS — MPEG Transport Stream (MTS, or TS). A standard format for transmission and
storage of audio, video, and Program and System Information Protocol (PSIP) data. It is used in
broadcast systems such as DVB, ATSC, and IPTV.
MTU — Maximum Transmission Unit. Specifies the maximum allowed size of IP packets for the
encoded or transcoded stream.

N
NDPP — Network Device Protection Profile. U.S. Government Approved Protection Profile.
NIC — Network interface card or network interface controller. A computer hardware component
that connects a computer to a computer network.
nslookup — Name server lookup. A network administration command-line tool available for many
computer operating systems for querying the Domain Name System (DNS) to obtain domain name
or IP address mapping or for any other specific DNS record.
NTP — Network Time Protocol. A networking protocol for clock synchronization between computer
systems over packet-switched, variable-latency data networks.

O
onCaptionInfo — Used for closed captioning in the Flash environment. The captions are
embedded in the onCaptionInfo metadata.
onCuePoint — Used for closed captioning in the Flash environment. This handler triggers actions
when the video reaches a specific cue point, which lets you synchronize other actions in your
application with video playback events.
onMetaData — Used for closed captioning in the Flash environment. Establishes a listener to
respond when Flash Player receives descriptive information embedded in the video being played.
onTextData — Used for closed captioning in the Flash environment. Establishes a listener to
respond when Flash Player receives text data embedded in a media file that is playing.

P
payload — Sometimes referred to as the actual or body data. It is the cargo of a data transmission,
or the part of the transmitted data which is the fundamental purpose of the transmission.
PID — Packet Identifier. Identifies e ach table or elementary stream in an MPEG transport stream.
Pillarboxing — Pillarboxing, or reversed letterboxing, is the display of an image within a wider
image frame by adding lateral mattes (i.e., vertical bars at the sides).
PIN — Personal identification number. A numeric password used to authenticate a user to a
system.
PMT — Program Map Table. A collection of PIDs available in a transport stream.

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profiles — A series of features sets aimed at different applications. Most common are Baseline,
Main, and High.
property expression — When you create a data field, a binding expression is automatically
generated for you that links the data field to a value in a data table. You can edit the expression for
a data field or add a new expression for a text field with the Edit Expression dialog.
PuTTY — A free and open-source terminal emulator, serial console and network file transfer
application. It supports several network protocols, including SCP, SSH, Telnet, rlogin, and raw
socket connection.

R
Reference input — The reference input lets you adjust the timing of the video outputs of your
hardware. This is commonly used in large broadcast facilities where the video output needs to be
accurately timed.
resolution — The number of pixels per line and lines per frame.
REST — Representational state transfer. A style of software architecture for distributed hypermedia
systems.
RPC — Remote procedure call. In distributed computing, when a computer program causes a
procedure (subroutine) to execute in another address space (commonly on another computer on a
shared network), which is coded as if it were a normal (local) procedure call, without the
programmer explicitly coding the details for the remote interaction.
RTMP — Real Time Messaging Protocol. A protocol for streaming audio, video and data over the
Internet, used primarily between an Adobe Flash player and a server.

S
SCTE-104 — ANSI/SCTE104 2012 is a joint ANSI/Society of Cable and Telecommunications
Engineers standard that defines the Communications API between an Automation System and the
associated Compression System that will insert SCTE 35 private sections into the outgoing
Transport Stream.
SCTE-35 — ANSI/SCTE 35 2013 is a joint ANSI/Society of Cable and Telecommunications
Engineers standard that describes the inline insertion of cue tones in MPEG-TS streams. The full
standard name is "Digital Program Insertion Cueing Message for Cable."
session — New set of recording attributes grouped under a central theme, which can be saved
and recalled for later use.
SMB — Server Message Block, also known as Common Internet File System (CIFS), operates as
an application-layer network protocol mainly used for providing shared access to files, printers, and
serial ports and miscellaneous communications between nodes on a network.

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SOAP — Simple Object Access Protocol. A protocol specification for exchanging structured
information in the implementation of web services in computer networks.
source encoder — An encoder that encodes from a source to a flash server (FMS). The source
encoder's stream is then ingested by a cloud encoder.
SRT — Secure Reliable Transport. A video streaming technology that brings the best quality live
video over the worst networks. It accounts for packet loss, jitter, and fluctuating bandwidth,
maintaining the integrity and quality of your video. With SRT, you can keep your streams secure
and easily traverse firewalls. SRT is included with all Haivision streaming solutions.
srt extension — SubRip text files. File format used to store subtitles. Side car files that contains
closed captioning data for a video file with a corresponding file name.
SSH — Secure Shell. A cryptographic network protocol for operating network services securely
over an unsecured network.
SSL — Secure Sockets Layer. Like its successor, Transport Layer Security (TLS), a cryptographic
protocol that provides communications security over a computer network.
ST — Security Target. An ST defines information assurance security and functional requirements
for the given information system product, which is called the Target of Evaluation (TOE). An ST is a
complete and rigorous description of a security problem in terms of TOE description, threats,
assumptions, security objectives, security functional requirements (SFRs), security assurance
requirements (SARs), and rationales. The SARs are typically given as a number 1 through 7 called
Evaluation Assurance Level (EAL), indicating the depth and rigor of the security evaluation, usually
in the form of supporting documentation and testing, that the product meets the SFRs.
stream bundling — Establishes a single network connection to send all RTMP adaptive bitrate
streams to a CDN. Limelight and Ustream require the use of stream bundling, while Akamai
recommends against it.
Subnet mask — The bitmask that when applied by a bitwise AND operation to any IP address in
the network, yields the routing prefix. Subnet masks are also expressed in dot-decimal notation like
an address. For example, 255.255.255.0 is the network mask for the 192.168.1.0/24 prefix.
SVC — Scalable Video Coding. An extension of the video compression standard H.264/MPEG-4
AVC.

T
timecode — A sequence of numeric codes generated at regular intervals by a timing
synchronization system.
TLS — Transport Layer Security (TLS). Like its predecessor, Secure Sockets Layer (SSL), a
cryptographic protocol that provides communications security over a computer network.
ToS — Type of Service. Specifies the desired quality of service (QoS). This value is assigned to
the Type of Service field of the IP Header for the outgoing streams.

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transcoding — The direct digital-to-digital data conversion of one encoding to another.
TS segments — Transport Stream segments. A delivery format for audio-video.
TTL — Time-to-Live for stream packets. Specifies the number of router hops the stream packet is
allowed to travel/pass before it must be discarded.

U
UI — User interface. Provides effective operation and control of the machine, and feedback from
the machine to aid the operator in making decisions
Uplink — A connection from data communications equipment toward the network core. Also
known as an upstream connection.
URI — Uniform Resource Identifier. The Web naming/addressing technology that uses short
strings to identify resources.
URL — Uniform Resource Locator. A reference to a web resource that specifies its location on a
computer network and a mechanism for retrieving it. A URL is a specific type of Uniform Resource
Identifier (URI).
UUID — Universally Unique Identifier. A 128-bit integer number that identifies resources. The
format is a defined sequence of 32 hex digits grouped into chunks of 8-4-4-4-12.

V
VBR — Variable Bit Rate. Streams that vary the amount of output data per time segment. VBR
allows a higher bitrate to be allocated to the more complex segments of media streams while less
space is allocated to less complex segments.
VESA — Video Electronics Standards Association. A technical standards organization for
computer display standards.
video bitrate — The number of bits used per unit of time to represent a video stream, typically
measured in kilobits per second (kbps) or Megabits per second (Mbps).
VoD — Video on Demand. An interactive technology that allows users to select and view
programming in real time or download programs and view them later.

W
Wirecast — A live video streaming production tool by Telestream. It allows users to create live or
on-demand broadcasts for the web.

X
XML entity — An XML opening and closing tag in combination with its payload.

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XML tag — A named XML entity, for example, <demo/>.

Y
YCBCR — or Y'CBCR. A family of color spaces used as a part of the color image pipeline in video
and digital photography systems.

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Appendix C: Warranties
Hardware One (1) Year Limited Warranty
Software End User License Agreement

Hardware One (1) Year Limited Warranty


Haivision warrants its hardware products against defects in materials and workmanship under
normal use for a period of ONE (1) YEAR from the date of equipment shipment ("Warranty
Period"). If a hardware defect arises and a valid claim is received within the Warranty Period, at its
option and to the extent permitted by law, Havision will either (1) repair the hardware defect at no
charge, or (2) exchange the product with a product that is new or equivalent to new in performance
and reliability and is at least functionally equivalent to the original product. A replacement product
or part assumes the remaining warranty of the original product or ninety (90) days from the date of
replacement or repair, whichever is longer. When a product or part is exchanged, any replacement
item becomes your property and the replaced item becomes Haivision's property.

EXCLUSIONS AND LIMITATIONS


This Limited Warranty applies only to hardware products manufactured by or for Haivision that can
be identified by the "Haivision" trademark, trade name, or logo affixed to them. The Limited
Warranty does not apply to any non-Haivision hardware products or any software, even if
packaged or sold with Haivision hardware. Manufacturers, suppliers, or publishers, other than
Haivision, may provide their own warranties to the end user purchaser, but Haivision, in so far as
permitted by law, provides their products "as is".
Haivision does not warrant that the operation of the product will be uninterrupted or error-free.
Haivision does not guarantee that any error or other non-conformance can or will be corrected or
that the product will operate in all environments and with all systems and equipment. Haivision is
not responsible for damage arising from failure to follow instructions relating to the product's use.
This warranty does not apply:
(a) to cosmetic damage, including but not limited to scratches, dents and broken plastic on ports;
(b) to damage caused by accident, abuse, misuse, flood, fire, earthquake or other external causes;
(c) to damage caused by operating the product outside the permitted or intended uses described
by Haivision;

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(d) to a product or part that has been modified to alter functionality or capability without the written
permission of Haivision; or
(e) if any Haivision serial number has been removed or defaced.
TO THE EXTENT PERMITTED BY LAW, THIS WARRANTY AND REMEDIES PROVIDED ABOVE
ARE EXCLUSIVE AND IN LIEU OF ALL OTHER WARRANTIES, REMEDIES AND CONDITIONS,
WHETHER ORAL OR WRITTEN, STATUTORY, EXPRESS OR IMPLIED. AS PERMITTED BY
APPLICABLE LAW, HAIVISION SPECIFICALLY DISCLAIMS ANY AND ALL STATUTORY OR
IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND WARRANTIES AGAINST
HIDDEN OR LATENT DEFECTS. IF HAIVISION CANNOT LAWFULLY DISCLAIM STATUTORY
OR IMPLIED WARRANTIES THEN TO THE EXTENT PERMITTED BY LAW, ALL SUCH
WARRANTIES SHALL BE LIMITED IN DURATION TO THE DURATION OF THIS EXPRESS
WARRANTY AND TO REPAIR OR REPLACEMENT SERVICE AS DETERMINED BY HAIVISION
IN ITS SOLE DISCRETION. No Haivision reseller, agent, or employee is authorized to make any
modification, extension, or addition to this warranty. If any term is held to be illegal or
unenforceable, the legality or enforceability of the remaining terms shall not be affected or
impaired.
EXCEPT AS PROVIDED IN THIS WARRANTY AND TO THE EXTENT PERMITTED BY LAW,
HAIVISION IS NOT RESPONSIBLE FOR DIRECT, SPECIAL, INCIDENTAL OR
CONSEQUENTIAL DAMAGES RESULTING FROM ANY BREACH OF WARRANTY OR
CONDITION, OR UNDER ANY OTHER LEGAL THEORY, INCLUDING BUT NOT LIMITED TO
LOSS OF USE; LOSS OF REVENUE; LOSS OF ACTUAL OR ANTICIPATED PROFITS
(INCLUDING LOSS OF PROFITS ON CONTRACTS); LOSS OF THE USE OF MONEY; LOSS OF
ANTICIPATED SAVINGS; LOSS OF BUSINESS; LOSS OF OPPORTUNITY; LOSS OF
GOODWILL; LOSS OF REPUTATION; LOSS OF, DAMAGE TO OR CORRUPTION OF DATA; OR
ANY INDIRECT OR CONSEQUENTIAL LOSS OR DAMAGE HOWSOEVER CAUSED
INCLUDING THE REPLACEMENT OF EQUIPMENT AND PROPERTY, ANY COSTS OF
RECOVERING, PROGRAMMING, OR REPRODUCING ANY PROGRAM OR DATA STORED OR
USED WITH HAIVISION PRODUCTS AND ANY FAILURE TO MAINTAIN THE
CONFIDENTIALITY OF DATA STORED ON THE PRODUCT. THE FOREGOING LIMITATION
SHALL NOT APPLY TO DEATH OR PERSONAL INJURY CLAIMS, OR ANY STATUTORY
LIABILITY FOR INTENTIONAL AND GROSS NEGLIGENT ACTS AND/OR OMISSIONS.

OBTAINING WARRANTY SERVICE


Before requesting warranty service, please refer to the documentation accompanying this hardware
product and the Haivision Support Portal http://www.haivision.com/support-portal-home. If the
product is still not functioning properly after making use of these resources, please contact
Haivision or Authorized Reseller using the information provided in the documentation. When
calling, Haivision or Authorized Reseller will help determine whether your product requires service
and, if it does, will inform you how Haivision will provide it. You must assist in diagnosing issues
with your product and follow Haivision's warranty processes.

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Haivision may provide warranty service by providing a return material authorization ("RMA") to
allow you to return the product in accordance with instructions provided by Haivision or Authorized
Reseller. You are fully responsible for delivering the product to Haivision as instructed, and
Haivision is responsible for returning the product if it is found to be defective. Your product or a
replacement product will be returned to you configured as your product was when originally
purchased, subject to applicable updates. Returned products which are found by Haivision to be
not defective, out-of-warranty or otherwise ineligible for warranty service will be shipped back to
you at your expense. All replaced products and parts, whether under warranty or not, become the
property of Haivision. Haivision may require a completed pre-authorized form as security for the
retail price of the replacement product. If you fail to return the replaced product as instructed,
Haivision will invoice for the pre-authorized amount.

APPLICABLE LAW
This Limited Warranty is governed by and construed under the laws of the Province of Quebec,
Canada.
This Limited Hardware Warranty may be subject to Haivision's change at any time without prior
notice.

Software End User License Agreement


READ BEFORE USING
THE SOFTWARE PROGRAMS ARE PROTECTED BY NATIONAL AND INTERNATIONAL
COPYRIGHT LAWS AND TREATIES. READ THE TERMS OF THE FOLLOWING END USER
(SOFTWARE) LICENSE AGREEMENT ("AGREEMENT") CAREFULLY BEFORE USING THE
PRODUCT. BY USING THE PRODUCT, YOU CONFIRM YOUR ACCEPTANCE OF THIS
AGREEMENT. IF YOU DO NOT AGREE TO THESE TERMS, HAIVISION IS UNWILLING TO
LICENSE THE LICENSED SOFTWARE TO YOU AND YOU ARE NOT AUTHORIZED TO
INSTALL OR USE THE LICENSED SOFTWARES.

1. DEFINITIONS
1.1 Entitlement. The collective set of applicable documents authorized by Haivision Systems, Inc.
or its affiliate Haivision (collectively "Haivision") evidencing your obligation to pay associated fees (if
any) for the license, associated Services, and the authorized scope of use of Licensed Software
under this Agreement.
1.2 You (or Your). The individual or legal entity specified in the Entitlement, or for evaluation
purposes, the entity performing the evaluation.
1.3 License Fee. License Fee shall mean the consideration paid to Haivision for use of the
Licensed Software. The License Fee is part of the price paid for the relevant Product.

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1.4 Licensed Software. Licensed Software shall mean the executable version of Haivision's
computer software, program or code, in object code format (specifically excluding source code),
together with any related material including, but not limited to the Reference Manuals or database
schemas provided for use in connection with the Licensed Software and including, without
limitation, all Upgrades through the date of installation.
1.5 Reference Manuals. Reference Manuals shall mean the most current version of the
documentation for use in connection with the Licensed Software provided by Haivision to You.
1.6 Updates. Updates shall mean any periodic software releases, additions, fixes, and
enhancements thereto, release notes for the Licensed Software and related Reference Manuals,
(other than those defined elsewhere in this section as Upgrades) which have no value apart from
their operation as part of the Licensed Software and which add minor new functions to the
Licensed Software, but none so significant as to warrant classification as an Upgrade, which may
be provided by Haivision to fix critical or non-critical problems in the Licensed Software on a
scheduled, general release basis. Updates to the Licensed Software ("Version") are denoted by
number changes to the right of the decimal point for a version and revision number (for example
going from 2.0.0 to 2.1.3).
1.7 Upgrades. Upgrades shall mean any modification to the Licensed Software made by Haivision,
which are so significant, in Haivision's sole discretion, as to warrant their exclusion under the
current license grant for the Licensed Software. Upgrades of Licensed Software are denoted by
number changes to the left of the decimal point for a release number (for example going from 2.0 to
3.0).

2. RIGHTS GRANTED, RESTRICTIONS AND SUPPORT


2.1 License to Use.
(a) Subject to the terms and conditions set forth herein and subject to the terms of your Entitlement,
Haivision hereby grants to You a non-exclusive, personal, limited and nontransferable right and
license to use the Licensed Software in accordance with the terms of this Agreement. This license
is granted to You and not, by implication or otherwise, to any parent, subsidiary or affiliate of Yours
without Haivision's specific prior written consent. This license is for the limited use of the Licensed
Software by You for the purpose of creating, managing, distributing and viewing IP Video assets.
This license does not grant to You the right to use any Licensed Software in connection with any
public broadcasting or broadcasting for home or residential purposes, or any license for content
whatsoever. The license and rights granted to You in this Section ( 2 ) do not include the right to
sublicense to distributors, resellers and other third parties any of the rights granted to You in this
Section ( 2 ). All rights not expressly granted You in this Agreement are reserved to Haivision and
no implied license results from this license.
2.2 Restrictions.

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(a) Reproduction. You shall not copy, distribute, reproduce, use or allow access to any of the
Licensed Software, except as explicitly permitted under this Agreement. You shall not modify,
adapt, translate, export, prepare derivative works from, decompile, reverse engineer, disassemble
or otherwise attempt to derive source code from the Licensed Software or any internal data files
generated by the Licensed Software, or use the Licensed Software embedded in any third party
hardware or software. You shall also not use the Licensed Software in an attempt to, or in
conjunction with, any device, program or service designed to circumvent technological measures
employed to control access to, or the rights in other work protected by copyright laws. You shall not
remove, modify, replace or obscure Haivision's copyright and patent notices, trademarks or other
proprietary rights notices affixed to or contained within any Licensed Software. No right is granted
hereunder for any third party who obtains access to any Licensed Software through You to use the
Licensed Software to perform services for third parties.
(b) Ownership. The Licensed Software is conditionally licensed and not sold. As between the
parties, Haivision and/or its licensors owns and shall retain all right, title and interest in and to all of
the Licensed Software, including all copyrights, patents, trade secret rights, trademarks and other
intellectual property rights therein, and nothing in this Agreement shall be deemed to transfer to
You any ownership or title to the Licensed Software. You agree that it will not remove, alter or
otherwise obscure any proprietary rights notices appearing in the Licensed Software. All Haivision
technical data and computer software is commercial in nature and developed solely at private
expense.

3. TERM AND TERMINATION


3.1 Term. The license and service term are set forth in your Entitlement(s). Additionally, this
Agreement may be terminated without cause by You upon thirty (30) days written notice to
Haivision.
3.2 Termination for Breach. Your rights under this Agreement will terminate immediately without
notice from Haivision if You materially breach it or take any action in derogation of Haivision's rights
to Software. Haivision may terminate this Agreement should any Software become, or in
Haivision's reasonable opinion likely to become, the subject of a claim of intellectual property
infringement or trade secret misappropriation.
3.3 Termination; Effect; Survival. Upon the termination of this Agreement for any reason: (a) all
license rights granted hereunder shall terminate; (b) You shall immediately pay to Haivision all
amounts due and outstanding as of the date of such termination or expiration; and (c) You shall
return to Haivision all Licensed Software and all Haivision Confidential Information not otherwise
required under the terms of this Agreement or certify that all such Licensed Software and
Confidential Information have been destroyed. Notwithstanding any termination of this Agreement,
the following provisions of this Agreement shall survive for the relevant period of time set forth
therein, if any: Sections 2.2 , 4.1 , 4.2 , and 6 .

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4. REPRESENTATIONS, DISCLAIMER AND LIMITATION
OF LIABILITY
4.1 Haivision Warranty.
(a) Haivision warrants that the Licensed Software will operate substantially in accordance with the
Reference Manuals provided for a term of ninety (90) days (the "Warranty Period") after its delivery
date. As Your sole and exclusive remedy for any breach of this warranty, Haivision will use its
commercially reasonable efforts to correct any failure of the Licensed Software to operate
substantially in accordance with the Reference Manuals which is not the result of any improper or
unauthorized operation of the License Software and that is timely reported by You to Haivision in
writing within the Warranty Period, provided that in lieu of initiating commercially reasonable efforts
to correct any such breach, Haivision may, in its absolute discretion, either (i) replace the Licensed
Software with other software or technology which substantially conforms to the Reference Manuals
or (ii) refund to You a portion of the fee paid for the relevant Product, whereupon this Agreement
shall terminate. This warranty shall immediately terminate if You or any third party makes or
attempts to make any modification of any kind whatsoever to the Licensed Software.
(b) All proprietary Hardware, if any, will be subject to the then current warranty terms of Haivision.
All non-proprietary Hardware, if any, is sold "AS IS"; however, to the extent that Haivision has the
legal right to do so, Haivision hereby transfers to You any and all warranties made by Haivision's
vendors to Haivision with respect to such non-proprietary Hardware which was sold by Haivision or
the Reseller to You, provided that You expressly acknowledge and agree that Haivision disclaims
any and all liability in connection with any such non-proprietary Hardware, as set forth in Section
4.2 (b) of this Agreement.
4.2 Warranty Disclaimers.
(a) THE EXPRESS WARRANTIES SET FORTH IN SECTION 4.1 (a) ABOVE IN RESPECT OF
THE LICENSED SOFTWARE ARE IN LIEU OF ALL OTHER WARRANTIES, WHETHER
EXPRESS OR IMPLIED, OR STATUTORY, REGARDING THE LICENSED SOFTWARE, OR ITS
OPERATION, FUNCTIONALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY
PARTICULAR PURPOSE, INCLUDING ANY IMPLIED WARRANTIES OF MERCHANTABILITY
OR FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT OF THIRD PARTY
RIGHTS (ALL OF WHICH ARE DISCLAIMED). HAIVISION DOES NOT WARRANT THAT ANY OF
THE LICENSED SOFTWARE WILL MEET ALL OF YOUR NEEDS OR REQUIREMENTS, OR
THAT THE USE OF ANY OF THE LICENSED SOFTWARE WILL BE UNINTERRUPTED OR
ERROR-FREE, OR THAT ALL ERRORS WILL BE DETECTED OR CORRECTED.
(b) THE EXPRESS WARRANTIES SET FORTH IN HAIVISION'S WARRANTY TERMS IN
RESPECT OF HAIVISION PROPRIETARY HARDWARE ARE IN LIEU OF ALL OTHER
WARRANTIES, WHETHER EXPRESS OR IMPLIED, OR STATUTORY, REGARDING ANY SUCH
PROPRIETARY HARDWARE, OR ITS OPERATION, FUNCTIONALITY, PERFORMANCE,
MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE, INCLUDING ANY
IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.

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ALL NON-PROPRIETARY HARDWARE SOLD BY HAIVISION OR THE RESELLER TO YOU IS
SOLD "AS IS" EXCEPT FOR HAIVISION'S AGREEMENT TO TRANSFER TO YOU ANY
WARRANTY GIVEN TO IT BY ANY VENDOR FROM WHOM SUCH HARDWARE WAS
PURCHASED FOR RESALE TO YOU HEREUNDER IN ACCORDANCE WITH THE PROVISIONS
OF SECTION 4.1 (b) , AND HAIVISION DISCLAIMS ALL OTHER WARRANTIES, WHETHER
EXPRESS OR IMPLIED, OR STATUTORY, REGARDING ANY SUCH NON-PROPRIETARY
HARDWARE, OR ITS OPERATION, FUNCTIONALITY, PERFORMANCE, MERCHANTABILITY
OR FITNESS FOR A PARTICULAR PURPOSE, INCLUDING ANY IMPLIED WARRANTIES OF
MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
4.3 Liability Limitation. IN NO EVENT SHALL HAIVISION OR ITS OFFICERS, EMPLOYEES,
AGENTS, REPRESENTATIVES, MEMBERS OF HAIVISION, NOR ANYONE ELSE WHO HAS
BEEN INVOLVED IN THE CREATION, PRODUCTION OR DELIVERY OF THE LICENSED
SOFTWARE, BE LIABLE TO YOU, YOUR CUSTOMERS OR TO ANY OTHER THIRD PARTY
FOR CONSEQUENTIAL, INDIRECT, INCIDENTAL OR SPECIAL DAMAGES, LOST PROFITS,
LOSS OF USE, INTERRUPTION OF BUSINESS OR FOR ANY DAMAGES FOR ANY BREACH
OF THE TERMS OF THIS AGREEMENT OR FOR LOST OR CORRUPTED DATA ARISING
FROM ANY CLAIM OR ACTION HEREUNDER, BASED ON CONTRACT, TORT OR OTHER
LEGAL THEORY AND WHETHER OR NOT SUCH PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES. HAIVISION SHALL NOT BE LIABLE FOR DAMAGES FOR
ANY CAUSE WHATSOEVER IN AN AMOUNT IN EXCESS OF THE FEE PAID TO HAIVISION BY
YOU FOR THE RELEVANT PRODUCT.

5. INDEMNIFICATION
5.1 Indemnification by Haivision.
(a) Haivision shall indemnify and hold You harmless against any and all actions, claims, losses,
damages, liabilities, awards, costs and expenses (including reasonable attorneys' fees) ("Claims")
arising out of i) any accusation or purported violation of any third person's US and copyright,
trademark, patent rights or trade secrets, proprietary information on account of Your use of the
Licensed Software when used in accordance with the terms of this Agreement, or (ii) relating to or
arising out of any negligence or willful misconduct on the part of Haivision or any breach by
Haivision of the terms of this Agreement or any Maintenance and Support Agreement, or applicable
law. You shall promptly notify Haivision in writing of any such Claim and promptly tender the control
of the defense and settlement of any such Claim to Haivision. Haivision shall thereafter undertake
the defense of any such Claim using counsel of its choice. You shall cooperate with Haivision, in
defending or settling such Claim at the expense of Haivision; provided that Haivision shall not settle
any Claim against You which would require the payment of money by You without the prior written
consent of You, which consent shall not be unreasonably withheld. You shall have the right to
consult and provide input into the defense with counsel of its choice at its own expense. Haivision
shall not reimburse You for any expenses incurred by You without the prior written approval of
Haivision, which approval shall not be unreasonably withheld.

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(b) If any Licensed Software is, or in the opinion of Haivision may become, the subject of any Claim
for infringement, then Haivision may, or if it is adjudicatively determined that any of the Licensed
Software infringes in the manner described above (except to the extent that any translation,
modification, addition or deletion or combination by You is the sole source of such Claim), then
Haivision shall, at its option, either (i) procure for You the right to continue use of the Licensed
Software for the term hereof, (ii) replace or modify the Licensed Software with other suitable and
reasonably equivalent products so that the Licensed Software becomes non-infringing, or (iii)
terminate this Agreement and refund to You a portion of the fee paid for the relevant Product.
(c) Haivision shall have no liability for: (i) the use of other than the then current release of the
Licensed Software; (ii) the use of the Licensed Software other than as set forth in its accompanying
documentation and as permitted herein; (iii) the modification of any of the Licensed Software by
any party other than Haivision; or (iv) any infringement arising from the use of any Licensed
Software by You after Haivision has issued a written notice to You requiring You to cease using
such Licensed Software when Haivision exercises its option to terminate the License pursuant to
Section 3.2 (collectively, "Exclusions"). SECTION 5.1 STATES HAIVISION'S ENTIRE
OBLIGATION WITH RESPECT TO ANY CLAIM REGARDING THE INTELLECTUAL PROPERTY
RIGHTS OF ANY THIRD PARTY.
5.2 Indemnification by You. You shall indemnify and hold Haivision harmless against any and all
Claims directly or indirectly arising out of, or in any manner whatsoever associated or connected
with Your performance, purported performance or non-performance of its rights and obligations
under this Agreement, and against any and all Claims incurred by or on behalf of any of the
foregoing in the investigation or defense of any and all such Claims.

6. OTHER PROVISIONS
6.1 Export and Other Restrictions. This Agreement, and all Your rights and Your obligations under
this Agreement, are subject to all applicable Canadian and U.S. Government laws and regulations
relating to exports including, but not limited to, the U.S. Department of Commerce Export
Administration Regulations and all administrative acts of the U.S. Government thereunder. In the
event the Licensed Software or the Hardware is exported from the United States or re-exported
from a foreign destination, You shall ensure that the distribution and export/re-export of the
Licensed Software or the Hardware is in compliance with all laws, regulations, orders, or other
restrictions of the U.S. Export Administration Regulations. You agree that neither it nor any of its
Affiliates will export/re-export any Licensed Software, Hardware, technical data, process, Products,
or service, directly or indirectly, to any country for which the Canadian government or United States
government (or any agency thereof) requires an export license, other governmental approval, or
letter of assurance, without first obtaining such license, approval or letter.
6.2 Publicity. Neither party shall make or authorize or permit any other person to make any
announcement or other like statement concerning this Agreement or the subject matter, terms or
conditions hereof, without the other party's prior written consent.

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6.3 Transfer and Assignment. Haivision may assign, sublicense, or transfer this Agreement and/or
any or all of its rights or obligations hereunder. You may not assign, transfer or delegate any of its
rights or obligations hereunder (whether by operation of law or otherwise) without the prior written
consent of Haivision. Any unauthorized assignment, transfer or delegation by You shall be null and
void. No other Person shall have or acquire any right under or by virtue of this Agreement.
6.4 Waiver and Amendment. No modification, amendment or waiver of any provision of this
Agreement shall be effective. No failure or delay by either party in exercising any right, power or
remedy under this Agreement, except as specifically provided herein, shall operate as a waiver of
any such right, power or remedy. Without limiting the foregoing, any terms and conditions of the
Entitlement or similar materials submitted by either party to the other shall be of no force or effect.
6.5 Enforcement by Third Party. For any Licensed Software licensed by Haivision from other
suppliers, the applicable supplier is a third party beneficiary of this Agreement with the right to
enforce directly the obligations set forth in this Agreement against You.
6.6 Governing Law. This Agreement shall be governed by and construed in accordance with the
laws of the Province of Québec, Canada and the Laws of Canada applicable therein (excluding any
conflict of laws rule or principle, foreign or domestic).
6.7 Severability. If any provision of this Agreement is held by a court of competent jurisdiction to be
contrary to law, such provision shall be changed and interpreted so as to best accomplish the
objectives of the original provision to the fullest extent allowed by law and the remaining provisions
of this Agreement shall remain in full force and effect.
6.8 Force Majeure. Neither party shall be liable to the other party for any failure or delay in
performance to the extent that such delay or failure is caused by fire, flood, explosion, war,
terrorism, embargo, government requirement, labor problems, export controls, failure of utilities,
civil or military authority, act of God, act or omission of carriers or other similar causes beyond its
control. If any such event of force majeure occurs, the party delayed or unable to perform shall give
immediate notice to the other party, and the party affected by the other's delay or inability to
perform may elect, at its sole discretion, to terminate this Agreement or resume performance once
the condition ceases, with an option in the affected party to extend the period of this Agreement up
to the length of time the condition endured. Unless written notice is given within 30 calendar days
after the affected party is notified of the condition, the latter option shall be deemed selected.
During an event of force majeure, the affected party shall exercise reasonable effort to mitigate the
effect of the event of force majeure.
If you have questions, please contact Haivision Systems, Inc., 4445 Garand, Montréal, Québec,
H4R 2H9 Canada.

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