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ifelse } def
/Frame { CLW mul /a ED 3 -1 roll 2 copy gt { exch } if a sub /y2 ED a add
/y1 ED 2 copy gt { exch } if a sub /x2 ED a add /x1 ED 1 index 0 eq {
pop pop Rect } { OvalFrame } ifelse } def
/BezierNArray { /f ED counttomark 2 div dup cvi /n ED n eq not { exch pop
} if n 1 sub neg 3 mod 3 add 3 mod { 0 0 /n n 1 add def } repeat f { ]
aload /Points ED } { n 2 mul 1 add -1 roll pop } ifelse } def
/OpenBezier { BezierNArray n 1 eq { pop pop } { ArrowA n 4 sub 3 idiv { 6
2 roll 4 2 roll curveto } repeat 6 2 roll 4 2 roll ArrowB curveto }
ifelse } def
/ClosedBezier { BezierNArray n 1 eq { pop pop } { moveto n 1 sub 3 idiv {
6 2 roll 4 2 roll curveto } repeat closepath } ifelse } def
/BezierShowPoints { gsave Points aload length 2 div cvi /n ED moveto n 1
sub { lineto } repeat CLW 2 div SLW [ 4 4 ] 0 setdash stroke grestore }
def
/Parab { /y0 exch def /x0 exch def /y1 exch def /x1 exch def /dx x0 x1
sub 3 div def /dy y0 y1 sub 3 div def x0 dx sub y0 dy add x1 y1 ArrowA
x0 dx add y0 dy add x0 2 mul x1 sub y1 ArrowB curveto /Points [ x1 y1 x0
y0 x0 2 mul x1 sub y1 ] def } def
/Grid { newpath /a 4 string def /b ED /c ED /n ED cvi dup 1 lt { pop 1 }
if /s ED s div dup 0 eq { pop 1 } if /dy ED s div dup 0 eq { pop 1 } if
/dx ED dy div round dy mul /y0 ED dx div round dx mul /x0 ED dy div
round cvi /y2 ED dx div round cvi /x2 ED dy div round cvi /y1 ED dx div
round cvi /x1 ED /h y2 y1 sub 0 gt { 1 } { -1 } ifelse def /w x2 x1 sub
0 gt { 1 } { -1 } ifelse def b 0 gt { /z1 b 4 div CLW 2 div add def
/Helvetica findfont b scalefont setfont /b b .95 mul CLW 2 div add def }
if systemdict /setstrokeadjust known { true setstrokeadjust /t { } def }
{ /t { transform 0.25 sub round 0.25 add exch 0.25 sub round 0.25 add
exch itransform } bind def } ifelse gsave n 0 gt { 1 setlinecap [ 0 dy n
div ] dy n div 2 div setdash } { 2 setlinecap } ifelse /i x1 def /f y1
dy mul n 0 gt { dy n div 2 div h mul sub } if def /g y2 dy mul n 0 gt {
dy n div 2 div h mul add } if def x2 x1 sub w mul 1 add dup 1000 gt {
pop 1000 } if { i dx mul dup y0 moveto b 0 gt { gsave c i a cvs dup
stringwidth pop /z2 ED w 0 gt {z1} {z1 z2 add neg} ifelse h 0 gt {b neg}
{z1} ifelse rmoveto show grestore } if dup t f moveto g t L stroke /i i
w add def } repeat grestore gsave n 0 gt
% DG/SR modification begin - Nov. 7, 1997 - Patch 1
%{ 1 setlinecap [ 0 dx n div ] dy n div 2 div setdash }
{ 1 setlinecap [ 0 dx n div ] dx n div 2 div setdash }
% DG/SR modification end
{ 2 setlinecap } ifelse /i y1 def /f x1 dx mul
n 0 gt { dx n div 2 div w mul sub } if def /g x2 dx mul n 0 gt { dx n
div 2 div w mul add } if def y2 y1 sub h mul 1 add dup 1000 gt { pop
1000 } if { newpath i dy mul dup x0 exch moveto b 0 gt { gsave c i a cvs
dup stringwidth pop /z2 ED w 0 gt {z1 z2 add neg} {z1} ifelse h 0 gt
{z1} {b neg} ifelse rmoveto show grestore } if dup f exch t moveto g
exch t L stroke /i i h add def } repeat grestore } def
/ArcArrow { /d ED /b ED /a ED gsave newpath 0 -1000 moveto clip newpath 0
1 0 0 b grestore c mul /e ED pop pop pop r a e d PtoC y add exch x add
exch r a PtoC y add exch x add exch b pop pop pop pop a e d CLW 8 div c
mul neg d } def
/Ellipse { /mtrx CM def T scale 0 0 1 5 3 roll arc mtrx setmatrix } def
/Rot { CP CP translate 3 -1 roll neg rotate NET } def
/RotBegin { tx@Dict /TMatrix known not { /TMatrix { } def /RAngle { 0 }
def } if /TMatrix [ TMatrix CM ] cvx def /a ED a Rot /RAngle [ RAngle
dup a add ] cvx def } def
/RotEnd { /TMatrix [ TMatrix setmatrix ] cvx def /RAngle [ RAngle pop ]
cvx def } def
/PutCoor { gsave CP T CM STV exch exec moveto setmatrix CP grestore } def
/PutBegin { /TMatrix [ TMatrix CM ] cvx def CP 4 2 roll T moveto } def
/PutEnd { CP /TMatrix [ TMatrix setmatrix ] cvx def moveto } def
/Uput { /a ED add 2 div /h ED 2 div /w ED /s a sin def /c a cos def /b s
abs c abs 2 copy gt dup /q ED { pop } { exch pop } ifelse def /w1 c b
div w mul def /h1 s b div h mul def q { w1 abs w sub dup c mul abs } {
h1 abs h sub dup s mul abs } ifelse } def
/UUput { /z ED abs /y ED /x ED q { x s div c mul abs y gt } { x c div s
mul abs y gt } ifelse { x x mul y y mul sub z z mul add sqrt z add } { q
{ x s div } { x c div } ifelse abs } ifelse a PtoC h1 add exch w1 add
exch } def
/BeginOL { dup (all) eq exch TheOL eq or { IfVisible not { Visible
/IfVisible true def } if } { IfVisible { Invisible /IfVisible false def
} if } ifelse } def
/InitOL { /OLUnit [ 3000 3000 matrix defaultmatrix dtransform ] cvx def
/Visible { CP OLUnit idtransform T moveto } def /Invisible { CP OLUnit
neg exch neg exch idtransform T moveto } def /BOL { BeginOL } def
/IfVisible true def } def
end
% END pstricks.pro
%%EndProcSet
%%BeginProcSet: pst-dots.pro
%!PS-Adobe-2.0
%%Title: Dot Font for PSTricks 97 - Version 97, 93/05/07.
%%Creator: Timothy Van Zandt <[email protected]>
%%Creation Date: May 7, 1993
10 dict dup begin
/FontType 3 def
/FontMatrix [ .001 0 0 .001 0 0 ] def
/FontBBox [ 0 0 0 0 ] def
/Encoding 256 array def
0 1 255 { Encoding exch /.notdef put } for
Encoding
dup (b) 0 get /Bullet put
dup (c) 0 get /Circle put
dup (C) 0 get /BoldCircle put
dup (u) 0 get /SolidTriangle put
dup (t) 0 get /Triangle put
dup (T) 0 get /BoldTriangle put
dup (r) 0 get /SolidSquare put
dup (s) 0 get /Square put
dup (S) 0 get /BoldSquare put
dup (q) 0 get /SolidPentagon put
dup (p) 0 get /Pentagon put
(P) 0 get /BoldPentagon put
/Metrics 13 dict def
Metrics begin
/Bullet 1000 def
/Circle 1000 def
/BoldCircle 1000 def
/SolidTriangle 1344 def
/Triangle 1344 def
/BoldTriangle 1344 def
/SolidSquare 886 def
/Square 886 def
/BoldSquare 886 def
/SolidPentagon 1093.2 def
/Pentagon 1093.2 def
/BoldPentagon 1093.2 def
/.notdef 0 def
end
/BBoxes 13 dict def
BBoxes begin
/Circle { -550 -550 550 550 } def
/BoldCircle /Circle load def
/Bullet /Circle load def
/Triangle { -571.5 -330 571.5 660 } def
/BoldTriangle /Triangle load def
/SolidTriangle /Triangle load def
/Square { -450 -450 450 450 } def
/BoldSquare /Square load def
/SolidSquare /Square load def
/Pentagon { -546.6 -465 546.6 574.7 } def
/BoldPentagon /Pentagon load def
/SolidPentagon /Pentagon load def
/.notdef { 0 0 0 0 } def
end
/CharProcs 20 dict def
CharProcs begin
/Adjust {
2 copy dtransform floor .5 add exch floor .5 add exch idtransform
3 -1 roll div 3 1 roll exch div exch scale
} def
/CirclePath { 0 0 500 0 360 arc closepath } def
/Bullet { 500 500 Adjust CirclePath fill } def
/Circle { 500 500 Adjust CirclePath .9 .9 scale CirclePath eofill } def
/BoldCircle { 500 500 Adjust CirclePath .8 .8 scale CirclePath eofill } def
/BoldCircle { CirclePath .8 .8 scale CirclePath eofill } def
/TrianglePath {
0 660 moveto -571.5 -330 lineto 571.5 -330 lineto closepath
} def
/SolidTriangle { TrianglePath fill } def
/Triangle { TrianglePath .85 .85 scale TrianglePath eofill } def
/BoldTriangle { TrianglePath .7 .7 scale TrianglePath eofill } def
/SquarePath {
-450 450 moveto 450 450 lineto 450 -450 lineto -450 -450 lineto
closepath
} def
/SolidSquare { SquarePath fill } def
/Square { SquarePath .89 .89 scale SquarePath eofill } def
/BoldSquare { SquarePath .78 .78 scale SquarePath eofill } def
/PentagonPath {
-337.8 -465 moveto
337.8 -465 lineto
546.6 177.6 lineto
0 574.7 lineto
-546.6 177.6 lineto
closepath
} def
/SolidPentagon { PentagonPath fill } def
/Pentagon { PentagonPath .89 .89 scale PentagonPath eofill } def
/BoldPentagon { PentagonPath .78 .78 scale PentagonPath eofill } def
/.notdef { } def
end
/BuildGlyph {
exch
begin
Metrics 1 index get exec 0
BBoxes 3 index get exec
setcachedevice
CharProcs begin load exec end
end
} def
/BuildChar {
1 index /Encoding get exch get
1 index /BuildGlyph get exec
} bind def
end
/PSTricksDotFont exch definefont pop
% END pst-dots.pro
%%EndProcSet
%%BeginProcSet: pst-node.pro
%!
% PostScript prologue for pst-node.tex.
% Version 97 patch 1, 97/05/09.
% For distribution, see pstricks.tex.
%
/tx@NodeDict 400 dict def tx@NodeDict begin
tx@Dict begin /T /translate load def end
/NewNode { gsave /next ED dict dup 3 1 roll def exch { dup 3 1 roll def }
if begin tx@Dict begin STV CP T exec end /NodeMtrx CM def next end
grestore } def
/InitPnode { /Y ED /X ED /NodePos { NodeSep Cos mul NodeSep Sin mul } def
} def
/InitCnode { /r ED /Y ED /X ED /NodePos { NodeSep r add dup Cos mul exch
Sin mul } def } def
/GetRnodePos { Cos 0 gt { /dx r NodeSep add def } { /dx l NodeSep sub def
} ifelse Sin 0 gt { /dy u NodeSep add def } { /dy d NodeSep sub def }
ifelse dx Sin mul abs dy Cos mul abs gt { dy Cos mul Sin div dy } { dx
dup Sin mul Cos Div } ifelse } def
/InitRnode { /Y ED /X ED X sub /r ED /l X neg def Y add neg /d ED Y sub
/u ED /NodePos { GetRnodePos } def } def
/DiaNodePos { w h mul w Sin mul abs h Cos mul abs add Div NodeSep add dup
Cos mul exch Sin mul } def
/TriNodePos { Sin s lt { d NodeSep sub dup Cos mul Sin Div exch } { w h
mul w Sin mul h Cos abs mul add Div NodeSep add dup Cos mul exch Sin mul
} ifelse } def
/InitTriNode { sub 2 div exch 2 div exch 2 copy T 2 copy 4 index index /d
ED pop pop pop pop -90 mul rotate /NodeMtrx CM def /X 0 def /Y 0 def d
sub abs neg /d ED d add /h ED 2 div h mul h d sub Div /w ED /s d w Atan
sin def /NodePos { TriNodePos } def } def
/OvalNodePos { /ww w NodeSep add def /hh h NodeSep add def Sin ww mul Cos
hh mul Atan dup cos ww mul exch sin hh mul } def
/GetCenter { begin X Y NodeMtrx transform CM itransform end } def
/XYPos { dup sin exch cos Do /Cos ED /Sin ED /Dist ED Cos 0 gt { Dist
Dist Sin mul Cos div } { Cos 0 lt { Dist neg Dist Sin mul Cos div neg }
{ 0 Dist Sin mul } ifelse } ifelse Do } def
/GetEdge { dup 0 eq { pop begin 1 0 NodeMtrx dtransform CM idtransform
exch atan sub dup sin /Sin ED cos /Cos ED /NodeSep ED NodePos NodeMtrx
dtransform CM idtransform end } { 1 eq {{exch}} {{}} ifelse /Do ED pop
XYPos } ifelse } def
/AddOffset { 1 index 0 eq { pop pop } { 2 copy 5 2 roll cos mul add 4 1
roll sin mul sub exch } ifelse } def
/GetEdgeA { NodeSepA AngleA NodeA NodeSepTypeA GetEdge OffsetA AngleA
AddOffset yA add /yA1 ED xA add /xA1 ED } def
/GetEdgeB { NodeSepB AngleB NodeB NodeSepTypeB GetEdge OffsetB AngleB
AddOffset yB add /yB1 ED xB add /xB1 ED } def
/GetArmA { ArmTypeA 0 eq { /xA2 ArmA AngleA cos mul xA1 add def /yA2 ArmA
AngleA sin mul yA1 add def } { ArmTypeA 1 eq {{exch}} {{}} ifelse /Do ED
ArmA AngleA XYPos OffsetA AngleA AddOffset yA add /yA2 ED xA add /xA2 ED
} ifelse } def
/GetArmB { ArmTypeB 0 eq { /xB2 ArmB AngleB cos mul xB1 add def /yB2 ArmB
AngleB sin mul yB1 add def } { ArmTypeB 1 eq {{exch}} {{}} ifelse /Do ED
ArmB AngleB XYPos OffsetB AngleB AddOffset yB add /yB2 ED xB add /xB2 ED
} ifelse } def
/InitNC { /b ED /a ED /NodeSepTypeB ED /NodeSepTypeA ED /NodeSepB ED
/NodeSepA ED /OffsetB ED /OffsetA ED tx@NodeDict a known tx@NodeDict b
known and dup { /NodeA a load def /NodeB b load def NodeA GetCenter /yA
ED /xA ED NodeB GetCenter /yB ED /xB ED } if } def
/LPutLine { 4 copy 3 -1 roll sub neg 3 1 roll sub Atan /NAngle ED 1 t sub
mul 3 1 roll 1 t sub mul 4 1 roll t mul add /Y ED t mul add /X ED } def
/LPutLines { mark LPutVar counttomark 2 div 1 sub /n ED t floor dup n gt
{ pop n 1 sub /t 1 def } { dup t sub neg /t ED } ifelse cvi 2 mul { pop
} repeat LPutLine cleartomark } def
/BezierMidpoint { /y3 ED /x3 ED /y2 ED /x2 ED /y1 ED /x1 ED /y0 ED /x0 ED
/t ED /cx x1 x0 sub 3 mul def /cy y1 y0 sub 3 mul def /bx x2 x1 sub 3
mul cx sub def /by y2 y1 sub 3 mul cy sub def /ax x3 x0 sub cx sub bx
sub def /ay y3 y0 sub cy sub by sub def ax t 3 exp mul bx t t mul mul
add cx t mul add x0 add ay t 3 exp mul by t t mul mul add cy t mul add
y0 add 3 ay t t mul mul mul 2 by t mul mul add cy add 3 ax t t mul mul
mul 2 bx t mul mul add cx add atan /NAngle ED /Y ED /X ED } def
/HPosBegin { yB yA ge { /t 1 t sub def } if /Y yB yA sub t mul yA add def
} def
/HPosEnd { /X Y yyA sub yyB yyA sub Div xxB xxA sub mul xxA add def
/NAngle yyB yyA sub xxB xxA sub Atan def } def
/HPutLine { HPosBegin /yyA ED /xxA ED /yyB ED /xxB ED HPosEnd } def
/HPutLines { HPosBegin yB yA ge { /check { le } def } { /check { ge } def
} ifelse /xxA xA def /yyA yA def mark xB yB LPutVar { dup Y check { exit
} { /yyA ED /xxA ED } ifelse } loop /yyB ED /xxB ED cleartomark HPosEnd
} def
/VPosBegin { xB xA lt { /t 1 t sub def } if /X xB xA sub t mul xA add def
} def
/VPosEnd { /Y X xxA sub xxB xxA sub Div yyB yyA sub mul yyA add def
/NAngle yyB yyA sub xxB xxA sub Atan def } def
/VPutLine { VPosBegin /yyA ED /xxA ED /yyB ED /xxB ED VPosEnd } def
/VPutLines { VPosBegin xB xA ge { /check { le } def } { /check { ge } def
} ifelse /xxA xA def /yyA yA def mark xB yB LPutVar { 1 index X check {
exit } { /yyA ED /xxA ED } ifelse } loop /yyB ED /xxB ED cleartomark
VPosEnd } def
/HPutCurve { gsave newpath /SaveLPutVar /LPutVar load def LPutVar 8 -2
roll moveto curveto flattenpath /LPutVar [ {} {} {} {} pathforall ] cvx
def grestore exec /LPutVar /SaveLPutVar load def } def
/NCCoor { /AngleA yB yA sub xB xA sub Atan def /AngleB AngleA 180 add def
GetEdgeA GetEdgeB /LPutVar [ xB1 yB1 xA1 yA1 ] cvx def /LPutPos {
LPutVar LPutLine } def /HPutPos { LPutVar HPutLine } def /VPutPos {
LPutVar VPutLine } def LPutVar } def
/NCLine { NCCoor tx@Dict begin ArrowA CP 4 2 roll ArrowB lineto pop pop
end } def
/NCLines { false NArray n 0 eq { NCLine } { 2 copy yA sub exch xA sub
Atan /AngleA ED n 2 mul dup index exch index yB sub exch xB sub Atan
/AngleB ED GetEdgeA GetEdgeB /LPutVar [ xB1 yB1 n 2 mul 4 add 4 roll xA1
yA1 ] cvx def mark LPutVar tx@Dict begin false Line end /LPutPos {
LPutLines } def /HPutPos { HPutLines } def /VPutPos { VPutLines } def }
ifelse } def
/NCCurve { GetEdgeA GetEdgeB xA1 xB1 sub yA1 yB1 sub Pyth 2 div dup 3 -1
roll mul /ArmA ED mul /ArmB ED /ArmTypeA 0 def /ArmTypeB 0 def GetArmA
GetArmB xA2 yA2 xA1 yA1 tx@Dict begin ArrowA end xB2 yB2 xB1 yB1 tx@Dict
begin ArrowB end curveto /LPutVar [ xA1 yA1 xA2 yA2 xB2 yB2 xB1 yB1 ]
cvx def /LPutPos { t LPutVar BezierMidpoint } def /HPutPos { { HPutLines
} HPutCurve } def /VPutPos { { VPutLines } HPutCurve } def } def
/NCAngles { GetEdgeA GetEdgeB GetArmA GetArmB /mtrx AngleA matrix rotate
def xA2 yA2 mtrx transform pop xB2 yB2 mtrx transform exch pop mtrx
itransform /y0 ED /x0 ED mark ArmB 0 ne { xB1 yB1 } if xB2 yB2 x0 y0 xA2
yA2 ArmA 0 ne { xA1 yA1 } if tx@Dict begin false Line end /LPutVar [ xB1
yB1 xB2 yB2 x0 y0 xA2 yA2 xA1 yA1 ] cvx def /LPutPos { LPutLines } def
/HPutPos { HPutLines } def /VPutPos { VPutLines } def } def
/NCAngle { GetEdgeA GetEdgeB GetArmB /mtrx AngleA matrix rotate def xB2
yB2 mtrx itransform pop xA1 yA1 mtrx itransform exch pop mtrx transform
/y0 ED /x0 ED mark ArmB 0 ne { xB1 yB1 } if xB2 yB2 x0 y0 xA1 yA1
tx@Dict begin false Line end /LPutVar [ xB1 yB1 xB2 yB2 x0 y0 xA1 yA1 ]
cvx def /LPutPos { LPutLines } def /HPutPos { HPutLines } def /VPutPos {
VPutLines } def } def
/NCBar { GetEdgeA GetEdgeB GetArmA GetArmB /mtrx AngleA matrix rotate def
xA2 yA2 mtrx itransform pop xB2 yB2 mtrx itransform pop sub dup 0 mtrx
transform 3 -1 roll 0 gt { /yB2 exch yB2 add def /xB2 exch xB2 add def }
{ /yA2 exch neg yA2 add def /xA2 exch neg xA2 add def } ifelse mark ArmB
0 ne { xB1 yB1 } if xB2 yB2 xA2 yA2 ArmA 0 ne { xA1 yA1 } if tx@Dict
begin false Line end /LPutVar [ xB1 yB1 xB2 yB2 xA2 yA2 xA1 yA1 ] cvx
def /LPutPos { LPutLines } def /HPutPos { HPutLines } def /VPutPos {
VPutLines } def } def
/NCDiag { GetEdgeA GetEdgeB GetArmA GetArmB mark ArmB 0 ne { xB1 yB1 } if
xB2 yB2 xA2 yA2 ArmA 0 ne { xA1 yA1 } if tx@Dict begin false Line end
/LPutVar [ xB1 yB1 xB2 yB2 xA2 yA2 xA1 yA1 ] cvx def /LPutPos {
LPutLines } def /HPutPos { HPutLines } def /VPutPos { VPutLines } def }
def
/NCDiagg { GetEdgeA GetArmA yB yA2 sub xB xA2 sub Atan 180 add /AngleB ED
GetEdgeB mark xB1 yB1 xA2 yA2 ArmA 0 ne { xA1 yA1 } if tx@Dict begin
false Line end /LPutVar [ xB1 yB1 xA2 yA2 xA1 yA1 ] cvx def /LPutPos {
LPutLines } def /HPutPos { HPutLines } def /VPutPos { VPutLines } def }
def
/NCLoop { GetEdgeA GetEdgeB GetArmA GetArmB /mtrx AngleA matrix rotate
def xA2 yA2 mtrx transform loopsize add /yA3 ED /xA3 ED /xB3 xB2 yB2
mtrx transform pop def xB3 yA3 mtrx itransform /yB3 ED /xB3 ED xA3 yA3
mtrx itransform /yA3 ED /xA3 ED mark ArmB 0 ne { xB1 yB1 } if xB2 yB2
xB3 yB3 xA3 yA3 xA2 yA2 ArmA 0 ne { xA1 yA1 } if tx@Dict begin false
Line end /LPutVar [ xB1 yB1 xB2 yB2 xB3 yB3 xA3 yA3 xA2 yA2 xA1 yA1 ]
cvx def /LPutPos { LPutLines } def /HPutPos { HPutLines } def /VPutPos {
VPutLines } def } def
% DG/SR modification begin - May 9, 1997 - Patch 1
%/NCCircle { 0 0 NodesepA nodeA \tx@GetEdge pop xA sub 2 div dup 2 exp r
%r mul sub abs sqrt atan 2 mul /a ED r AngleA 90 add PtoC yA add exch xA add
%exch 2 copy /LPutVar [ 4 2 roll r AngleA ] cvx def /LPutPos { LPutVar t 360
%mul add dup 5 1 roll 90 sub \tx@PtoC 3 -1 roll add /Y ED add /X ED /NAngle ED
/NCCircle { NodeSepA 0 NodeA 0 GetEdge pop 2 div dup 2 exp r
r mul sub abs sqrt atan 2 mul /a ED r AngleA 90 add PtoC yA add exch xA add
exch 2 copy /LPutVar [ 4 2 roll r AngleA ] cvx def /LPutPos { LPutVar t 360
mul add dup 5 1 roll 90 sub PtoC 3 -1 roll add /Y ED add /X ED /NAngle ED
% DG/SR modification end
} def /HPutPos { LPutPos } def /VPutPos { LPutPos } def r AngleA 90 sub a add
AngleA 270 add a sub tx@Dict begin /angleB ED /angleA ED /r ED /c 57.2957 r
Div def /y ED /x ED } def
/NCBox { /d ED /h ED /AngleB yB yA sub xB xA sub Atan def /AngleA AngleB
180 add def GetEdgeA GetEdgeB /dx d AngleB sin mul def /dy d AngleB cos
mul neg def /hx h AngleB sin mul neg def /hy h AngleB cos mul def
/LPutVar [ xA1 hx add yA1 hy add xB1 hx add yB1 hy add xB1 dx add yB1 dy
add xA1 dx add yA1 dy add ] cvx def /LPutPos { LPutLines } def /HPutPos
{ xB yB xA yA LPutLine } def /VPutPos { HPutPos } def mark LPutVar
tx@Dict begin false Polygon end } def
/NCArcBox { /l ED neg /d ED /h ED /a ED /AngleA yB yA sub xB xA sub Atan
def /AngleB AngleA 180 add def /tA AngleA a sub 90 add def /tB tA a 2
mul add def /r xB xA sub tA cos tB cos sub Div dup 0 eq { pop 1 } if def
/x0 xA r tA cos mul add def /y0 yA r tA sin mul add def /c 57.2958 r div
def /AngleA AngleA a sub 180 add def /AngleB AngleB a add 180 add def
GetEdgeA GetEdgeB /AngleA tA 180 add yA yA1 sub xA xA1 sub Pyth c mul
sub def /AngleB tB 180 add yB yB1 sub xB xB1 sub Pyth c mul add def l 0
eq { x0 y0 r h add AngleA AngleB arc x0 y0 r d add AngleB AngleA arcn }
{ x0 y0 translate /tA AngleA l c mul add def /tB AngleB l c mul sub def
0 0 r h add tA tB arc r h add AngleB PtoC r d add AngleB PtoC 2 copy 6 2
roll l arcto 4 { pop } repeat r d add tB PtoC l arcto 4 { pop } repeat 0
0 r d add tB tA arcn r d add AngleA PtoC r h add AngleA PtoC 2 copy 6 2
roll l arcto 4 { pop } repeat r h add tA PtoC l arcto 4 { pop } repeat }
ifelse closepath /LPutVar [ x0 y0 r AngleA AngleB h d ] cvx def /LPutPos
{ LPutVar /d ED /h ED /AngleB ED /AngleA ED /r ED /y0 ED /x0 ED t 1 le {
r h add AngleA 1 t sub mul AngleB t mul add dup 90 add /NAngle ED PtoC }
{ t 2 lt { /NAngle AngleB 180 add def r 2 t sub h mul t 1 sub d mul add
add AngleB PtoC } { t 3 lt { r d add AngleB 3 t sub mul AngleA 2 t sub
mul add dup 90 sub /NAngle ED PtoC } { /NAngle AngleA 180 add def r 4 t
sub d mul t 3 sub h mul add add AngleA PtoC } ifelse } ifelse } ifelse
y0 add /Y ED x0 add /X ED } def /HPutPos { LPutPos } def /VPutPos {
LPutPos } def } def
/Tfan { /AngleA yB yA sub xB xA sub Atan def GetEdgeA w xA1 xB sub yA1 yB
sub Pyth Pyth w Div CLW 2 div mul 2 div dup AngleA sin mul yA1 add /yA1
ED AngleA cos mul xA1 add /xA1 ED /LPutVar [ xA1 yA1 m { xB w add yB xB
w sub yB } { xB yB w sub xB yB w add } ifelse xA1 yA1 ] cvx def /LPutPos
{ LPutLines } def /VPutPos@ { LPutVar flag { 8 4 roll pop pop pop pop }
{ pop pop pop pop 4 2 roll } ifelse } def /VPutPos { VPutPos@ VPutLine }
def /HPutPos { VPutPos@ HPutLine } def mark LPutVar tx@Dict begin
/ArrowA { moveto } def /ArrowB { } def false Line closepath end } def
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% @@psencodingfile@{
% author = "S. Rahtz, P. MacKay, Alan Jeffrey, B. Horn, K. Berry",
% version = "0.6",
% date = "22 June 1996",
% filename = "8r.enc",
% email = "kb@@mail.tug.org",
% address = "135 Center Hill Rd. // Plymouth, MA 02360",
% codetable = "ISO/ASCII",
% checksum = "119 662 4424",
% docstring = "Encoding for TrueType or Type 1 fonts to be used with TeX."
% @}
%
% Idea is to have all the characters normally included in Type 1 fonts
% available for typesetting. This is effectively the characters in Adobe
% Standard Encoding + ISO Latin 1 + extra characters from Lucida.
%
% Character code assignments were made as follows:
%
% (1) the Windows ANSI characters are almost all in their Windows ANSI
% positions, because some Windows users cannot easily reencode the
% fonts, and it makes no difference on other systems. The only Windows
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% typesetting -- rubout (127 decimal), nobreakspace (160), softhyphen
% (173). quotesingle and grave are moved just because it's such an
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%
% (2) Remaining characters are assigned arbitrarily to the lower part
% of the range, avoiding 0, 10 and 13 in case we meet dumb software.
%
% (3) Y&Y Lucida Bright includes some extra text characters; in the
% hopes that other PostScript fonts, perhaps created for public
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%
% (4) Remaining positions left undefined are for use in (hopefully)
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% available.
%
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%
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/fraction /hungarumlaut /Lslash /lslash
/ogonek /ring /.notdef
/breve /minus /.notdef
% These are the only two remaining unencoded characters, so may as
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/Zcaron /zcaron
% 0x10
/caron /dotlessi
% (unusual TeX characters available in, e.g., Lucida Bright)
/dotlessj /ff /ffi /ffl
/.notdef /.notdef /.notdef /.notdef
/.notdef /.notdef /.notdef /.notdef
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% 0x20 (ASCII begins)
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% 0x70
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% 0x90
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% 0xA0
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/hyphen % Y&Y (also at 45); Windows' softhyphen
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/macron
% 0xD0
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/Igrave /Iacute /Icircumflex /Idieresis
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