anchor.diff:  which are related in deep ways to the phrasing of music being played.
   (Its http://deepsymmetry.org[creator] is a DJ and producer of light
   and laser shows by avocation.) Currently, the
  -link:effect_functions{outfilesuffix}#effect-functions[lighting
  -effects] and
  -link:fixture_definitions{outfilesuffix}#fixture-definitions[fixture
  -definitions] are written and organized through Clojure code, so you
  -will either need to learn Clojure or work with a Clojure programmer to
  -create new ones, but they are controlled through MIDI control surfaces
  -or Open Sound Control, so once they are set up, there is great
  -flexibility in how you can perform them.
  +<<effect_functions#effect-functions,lighting effects>> and
  +<<fixture_definitions#fixture-definitions,fixture definitions>> are
  +written and organized through Clojure code, so you will either need to
  +learn Clojure or work with a Clojure programmer to create new ones,
  +but they are controlled through MIDI control surfaces or Open Sound
  +Control, so once they are set up, there is great flexibility in how
  +you can perform them.
   
   Someday a user interface for building shows and fixture definitions may
   be created, either within Afterglow, or as a companion project, but that
  
positive.code: be decided based on the fastest refresh rate of any physical
  interfaces you have hooked up to Afterglow. This is described in more
  detail in the
  link:rendering_loop{outfilesuffix}#the-rendering-loop[Rendering
  Loop] section.
  
  ___________________________________________________________________________
  In principle you could have more than one show running at a time, each
  
negative.code: When you just create a show and call `(show/start!)`, Afterglow will
  send a bunch of zero values to the show’s universes. To make
  interesting things happen you add
  <<effect_functions#effect-functions,Effect Functions>> to the show.
  The default namespace you are put into when you launch the Afterglow
  project using `lein repl` has some
  <<effect_examples#effect-examples,Example Effects>>
  that can help get a feel for this concept. To get a full understanding
  of how to use (and create) effect functions, learn about the
  <<lifecycle#effect-function-lifecycle,Effect Function Lifecycle>>.
  
  The effect functions need to know what lights they are supposed to
  control, what capabilities they have, and how they are connected (what
  universe, what channels), as well as how they are arranged in space.
  This is accomplished by patching
  <<fixture_definitions#fixture-definitions,Fixture Definitions>> to the
  show. To work with the actual lights you have available, you will need
  to create fixture definitions for them, unless they happen to be ones
  already available in the Afterglow project. Since there are so many
  kinds of lights, with more being created every month, that seems
  unlikely unless the project really takes off… and, to that end, if you
  _do_ create definitions for your lights, please contribute them to the
  project!
  
  To learn how to install Afterglow and the Open Lighting Architecture,
  see the project https://github.com/brunchboy/afterglow[README].
  
  Since Afterglow was developed to create light shows for electronic
  music events, it is deeply driven by the notion of musical time,
  through its <<metronomes#metronomes,Metronomes>>, so
  it is worth learning how to configure and interact with them. It is
  also designed to work with MIDI controllers, both to trigger effects,
  and to synchronize with music, as described in
  <<mapping_sync#midi-mapping-and-beat-sync,MIDI Mapping and Beat Sync>>.
  