Glossary
The words Courtside uses, in the app and in these pages.
Added — the tag on a code Courtside wrote itself: a point, a green code, a rotation, a set end, a lineup's codes, the setter's set, or the other half of a pair you modified. Undo takes it back with the code that caused it.
Boost — a top-bar button that raises the contrast, over the light or dark theme.
Checks — the list of issues Courtside finds in the match, updated after every change. See Checks.
Clip — one code played as video, from a little before it to a little after it. A clip list is the clips a filter picks. See Clips.
Code — one line of a match: a touch (*08AH#), a point, a timeout, a substitution, a setter zone, a set end or a comment. See Code layout.
Code log — the panel listing every code, set by set and rally by rally. See The code log.
Coding layout — the console layout with the video at 16:9 and everything else around it. See The console layout.
Combination — a two-character code for an attack play, such as X5, from the season's table. See Combinations and setter calls.
Command line — the box at the bottom of the console where you type codes. With the Point buttons and the read-back line, it makes up the command bar. See The command line.
Dot code — two touches typed as one, joined by a dot: a serve and the other team's reception, or an attack and the other team's block or dig. See Dot codes.
Edited — the tag on a code you modified.
Evaluation — a touch's rating: # + ! - / =.
Exact / Predictive — the two ways codes get their video times. See Video times and sync.
Extended part — positions 13 to 15 of a code: subtype, number of players, special.
Fault — an error that causes later issues. Checks list it once, with the issues that follow from it underneath.
FIVB VIS — the FIVB's online system for its tournaments, matches and registered players. See Setting up a match from FIVB VIS.
Follow-on issue — an issue caused by an earlier fault, shown under that fault in Checks and as ↳ with the fault's code number in the code log.
Full code — a code written out in the DataVolley layout, as it's stored: *08AH#.
Golden set — a deciding set to 15 played after the match. See Play a golden set.
Green code — a code with no player touch, $$&, crediting a point ($$&H#) or an error ($$&H=) to a team. Courtside adds one when a rally ends on an ace, a kill or an unforced error. See The green code.
Home / away — the two teams. * starts a home code and a an away code; no prefix means home.
Issue — one thing Checks report, with a severity and a rule.
Keys that type — keys you've set to type other text on the command line, such as ] for #. See Keys that type.
Match roster — the players a match was played with. It starts as a copy of each team's roster and is then edited for that match only. See The match roster.
Pair — a serve followed straight away by the other team's reception, or an attack followed by the other team's block or dig. Modifying one half updates the other.
Picked code — the code you clicked in the code log, or the clip playing. The toolbar under the log and the Alt+E, Alt+B, Alt+A and Alt+X keys work on it.
Read-back line — the line under the command line that says what you've typed, or what's wrong with it.
Rotation — where each player is, given by the setter's zone. A team rotates when it wins a rally on the other team's serve.
Rule — one of the six groups of checks: score, rotation, back row, substitution, serve/reception, code. See The rules Checks use.
Scoresheet — the match's official record of lineups, substitutions and scores. Courtside reads eScoresheet's PDF, fills in each set's six from it and checks the coded match against it. See Starting a match from a scoresheet.
Season — the file that holds your teams, players, matches and settings. See Seasons.
Set length — the set's duration in minutes, written to the .dvw. See Ending a set.
Setter call — a two-character code starting with K for the play the setter called, such as K1.
Severity — how serious an issue is: Error, Warning or Info.
Shorthand — what you type when it isn't a full code, such as 8# or 5S.a12#. Courtside fills in the rest before saving.
Side-out — a rally won by the receiving team. The winner rotates and serves next.
Starting six — a team's six players in zones 1 to 6 at the start of a set, with its setter. See Starting lineups.
Subzone — a quarter of a zone, A to D. See Zones and subzones.
Sync — lining up the codes with the video by marking the first serve. See Video times and sync.
Target — on a set, who it went to: front, back, centre, pipe or setter.
Team colour — the colour a team is drawn in during a match. See Team colours.
Type — how fast or high a ball was played: H M Q T U N O.
Video layout — the console layout where the video fills the window beside one column of coding tools.
Video time — where in the video a code's touch is.
Winning symbols — the season's table of which ratings win or lose the rally for each skill. See Tables.
Zone — one of the nine areas of a team's half of the court, numbered as the team sees it. See Zones and subzones.