A Set of calls that brings the square from one known FASR to a known FASR.
There are several types of modules:
Setup-Module
A module working from a square at home to a certain known FASR.
Setup
A Name for the dancers positioning in the square. Setups are described with the FASR-System.
Get Out
A module working from a particular FASR to a "promenade home".
Zero
A module that brings the square from one FASR to exactly the same FASR.
There are server al types of zeros:
more about ZEROs
Geographical Zero
A zero that returns the dancers to exactly the same spot on the floor.
True Zero
A module that works as a zero from every sequence or arrangement.
Conditional Zero (Technical Zero)
A zero that exchanges ends and centers. Therefore it only works from two out of four possible sequence states and not from all possible arrangements. Called twice it always works as a true zero.
When called from a sequence state where the Module does not zero out, it will turn the relation of the FASR to it's opposite, that means p<-->o and c<-->r (a "sort of" ladies chain effect).
Fractional Zero
A set of calls that has to be called iterative to work as a zero. The number of the fraction indicates how often it has to be called to work as a zero. Therefore a 1/2 Zero has to be called twice, a 1/3 zero has to be called three times and so on.
Fractions of three (1/3, 1/6, 1/12 zeros) are interesting, because they lead the dancers to the various arrangements of a formation.
Conversion
A module that alters the formation. For example it may change a [L1p] to a [B1c] or vice versa.
Equivalent
A set of calls that produces the same effect as a particular call. For example "flutter wheel, reverse the flutter" is a "right and left thru" equivalent, "swing thru twice" is an equivalent to "spin the top twice".