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Four ideas are enough to understand the whole editor.

Step

The unit of time. A step is a position on the timeline, and on its own it lasts nothing: you give it a duration at the end, when you export (the Step Time field) or when you send the signal to the generator.
This works in your favor: the same signal serves you at 5 µs per step or at 5 ms per step, without redrawing it. You draw the shape, and pick the speed later.

Channel

Every row of the timeline is a channel. You can change:
Offset and hiding are display-only. The offset moves the drawn trace but not the data, and a hidden channel keeps its signal and can still be exported (there is a checkbox to include it). To really remove a signal, delete the channel.
You can have up to 16 channels. The screen draws 4 at a time and you reach the rest with the page arrows.

Sub-step: splitting a step into pieces

A whole step can be split into 2, 3, 4… up to 99 pieces. Each piece is a sub-step and is high or low on its own. To split: select the steps and use Division (D). It is good for two things:

Writing protocol frames

Every sub-step is one bit. Split a step into 8 and write a byte.

Gaining resolution where you need it

A short pulse in the middle of a slow signal, without splitting everything.
Every channel has its own grid. You can have channel 1 split into thirds and channel 2 into quarters at the same time: they do not interfere, and on export each one keeps its own values.

Selection

A selection is one channel and the cells chosen inside it. It never crosses channels. It is what enables almost the whole bottom bar: copy, cut, paste, label, delete, insert, toggle, invert, divide and offset. With no selection, those buttons are off. You select by dragging over the channel, or with the keyboard (S takes the step at the center, Shift + ← → extends).

Label

A name and a color over a stretch of steps, to write down what that part of the signal is: CLK, DATA, SYNC. They are shown and hidden all together. See Numbers and labels.

And in analog

Analog mode uses the same steps and channels, but instead of high/low cells you get:
  • Connection points, pinned to the divider lines, at whatever height you pick (0 % floor, 100 % ceiling).
  • Chords, stretched between every two points. Straight out of the box; you grab them and stretch them into the curve you are after.
See Analog editing.