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+Grid Literals
+ In every grid-accepting inlet, a list may be sent instead; if
+ it consists only of integers, it will be converted to a
+ one-dimensional grid. Else it may contain a single "#" sign and
+ integers on both sides of it, where the ones to the left of it are
+ fed as arguments to an imaginary [#redim] object and the one to the
+ right of it are fed through that [#redim].
+ In every grid-accepting inlet, an integer or float may also be sent;
+ it will be converted to a zero-dimensional grid (a scalar).
+
+Grid Protocol
+ a grid has an associated number type that defines what are the possible values for its elements
+ (and how much space it takes). the default is int32.
+ a single-dimensional grid of 3 elements (a triplet) is called dim(3). a
+ three-dimensional grid of 240 rows of 320 columns of triplets is called
+ dim(240,320,3).
+ There is a sequence in which elements of a Grid are stored and
+ transmitted. Dimension 0 is called "first" and dimension N-1 is
+ called "last". They are called so because if you select a
+ position in the first dimension of a grid, the selected part is of the same
+ shape minus the first dimension; so in dim(240,320,3) if you select
+ row 51 (or whichever valid row number), you get a dim(320,3). if you select
+ a subpart two more times you get to a single number.
+ At each such level, elements are sent/stored in their numeric order,
+ and are numbered using natural numbers starting at 0. This ordering usually
+ does not matter, but sometimes it does. Most notably, [#import], [#export] and [#redim] care about it.
+ On the other hand, order of dimensions usually does matter; this is
+ what distinguishes rows from columns and channels, for example.
+ Most objects care about the distinction.
+ A grid with only 1 element in a given dimension is different from one
+ lacking that dimension; it won't have the same meaning. You can use this
+ property to your advantage sometimes.
+ Zero-dimensional grids exist. They are called dim(). They can only contain
+ a single number.
+Picture Protocol
+ This section is useful if you want to know what a picture is in terms of a grid.
+ A picture is a three-dimensional Grid: 0:rows 1:columns 2:channels
+
+Channels for the RGB color model are: 0:red 1:green 2:blue
+ Because Grids are made of 32-bit integers, a three-channel picture uses
+ 96 bpp (bits per pixel), and have to be downscaled to 24 bpp (or 16 bpp)
+ for display. That huge amount of slack is there because when you create
+ your own effects you often have intermediate results that need to be of
+ higher precision than a normal picture. Especially, results of multiplications
+ are big and should not overflow before you divide them back to normal;
+ and similarly, you can have negative values all over, as long as you take
+ care of them before they get to the display.
+ In the final conversion, high bits are just ignored. This means: black is
+ 0, maximum is 255, and values wrap like with % 256. If you want to
+ clip them, you may use [# max 0] and [# min 255] objects.
+
+The following are called VecOps because each operation happens between more than just two numbers.
+A first kind of VecOp are those that arise when a pair of numbers (A0,A1) is considered as a single number A0+A1*sqrt(-1).
+If you need complex numbers but don't know yet how they work, learn them using a math tutorial and then those VecOps will begin to seem familiar.
+All the complex number operators are only for floats.
+TODO: fill the last two columns of this table.
+
+Synchronisation
+
+In GridFlow you cannot send two grids in different inlets at the
+same time. You have to use [#finished] together with (possibly) [fork] and [#store],
+which can be cumbersome. If you don't do this, the result is undefined
+behaviour (or crash!).
+There are two exceptions: [#store] and # allow right-inlet grids to be buffered if an operation is occuring on left inlet. This
+should make many programs simpler.