diff --git a/TrimSP.html b/TrimSP.html index 261cd02..0a2176f 100644 --- a/TrimSP.html +++ b/TrimSP.html @@ -135,24 +135,23 @@
- - - - - - - - + - + - - - - - + -
-
- EF - Cutoff energy of projectiles (in eV); - must be greater than zero. - Used for low projectile energies (< 1000 eV) and ESB = 0. - EF should be of the order of ~0.2 eV, - but not above SBE (for sputtering data). - With increasing projectile energy, - EF can be increased to save computing time. -
+
+ EF + + Cutoff energy of projectiles (in eV); must be + greater than zero. Used for low projectile energies + (< 1000 eV) and ESB = 0. EF should be of the order + of ~0.2 eV, but not above SBE (for sputtering + data). With increasing projectile energy, EF can be + increased to save computing time. + -
- KK0 +
+ KK0 + Maximum order of weak (simultaneous) collisions between projectile and target atoms:
  1. No weak collisions included.
  2. @@ -161,29 +160,29 @@
  3. Only useful for very heavy particles; increases computing time.
  4. Only useful for very heavy particles; increases computing time.
- +
-
- ESB +
+ ESB + Surface binding energy for projectiles (in eV). This value is zero for the noble gases, but ESB should be larger than zero if the projectile is an active chemically species. ESB = SBE for self-sputtering calculations. - + -
- KK0R +
+ KK0R + Maximum order of weak (simultaneous) collisions between target atoms:
  1. No weak collisions included.
  2. @@ -192,26 +191,26 @@
  3. Only useful for very heavy particles; increases computing time.
  4. Only useful for very heavy particles; increases computing time.
- +
-
- SHEATH +
+ SHEATH + Sheath potential (in eV); typically 3 * kT (i.e., 3 * |projectile energy|). - + -
- KDEE1 +
+ KDEE1 + Inelastic energy loss model for projectiles:
  1. Nonlocal (Lindhard-Scharff).
  2. @@ -229,127 +228,127 @@
Note: options 1, 2, and 3 can only be used at energies below the stopping power maximum. - +
-
- ERC +
+ ERC + Recoil cutoff energy (in eV); usually equal to the surface binding energy. - + -
- KDEE2 - Inelastic energy loss for target atoms: -
    -
  1. Nonlocal (Lindhard-Scharff).
  2. -
  3. Local (Oen-Robinson).
  4. -
  5. - Equipartition of local and nonlocal models (i.e., options 1 & 2). -
  6. -
- Note: options 1, 2, and 3 can only be used at energies below the stopping power maximum. -
-
+ KDEE2 + + Inelastic energy loss for target atoms: +
    +
  1. Nonlocal (Lindhard-Scharff).
  2. +
  3. Local (Oen-Robinson).
  4. +
  5. + Equipartition of local and nonlocal models (i.e., options 1 & 2). +
  6. +
+ Note: options 1, 2, and 3 can only be used at energies below the stopping power maximum. +
+
-
- RD - Depth (in Å) to which recoils are followed. - RD = 50 is usually sufficient for sputtering - (if the projectile energy is not too high). - Use RD = 100 * CW (i.e., the depth increment) - for following the full collision cascade. -
-
+ RD + + Depth (in Å) to which recoils are followed. + RD = 50 is usually sufficient for sputtering + (if the projectile energy is not too high). + Use RD = 100 * CW (i.e., the depth increment) + for following the full collision cascade. + + -
- IPOT +
+ IPOT + Interaction potential between projectile and target atoms:
  1. Krypton-Carbon (Kr-C) potential.
  2. Molière potential.
  3. Ziegler-Biersack-Littmark (ZBL) potential.
- +
-
- CA +
+ CA + Correction factor to the Firsov screening length for collisions between projectile and target atoms (only used in the application of the Molière potential); usually on the order of ~1.0. - + -
- IPOTR +
+ IPOTR + Interaction potential between target atoms:
  1. Krypton-Carbon (Kr-C) potential.
  2. Molière potential.
  3. Ziegler-Biersack-Littmark (ZBL) potential.
- +
+ - -
- Use ICRU parameters + Force the TRIM.SP code to use stopping power parameters from the old ICRU tables. -
+
-
- IRL - Collision recoils: -
    -
  1. - No recoils are generated (i.e., no sputtering effects); - used to speed up the calculation if only projectile ranges are of interest. -
  2. -
  3. Calculate collision recoils.
  4. -
-
+ Use ICRU parameters +
+ IRL + + Collision recoils: +
    +
  1. + No recoils are generated (i.e., no sputtering effects); + used to speed up the calculation if only projectile ranges are of interest. +
  2. +
  3. Calculate collision recoils.
  4. +
+
+

For further details see:

diff --git a/ZGUI.css b/ZGUI.css index 806521d..76eb676 100644 --- a/ZGUI.css +++ b/ZGUI.css @@ -175,3 +175,30 @@ td { line-height: 30px; /* To center it vertically */ color: white; } + +/* Tooltip container */ +.tooltip { + position: relative; + display: inline-block; + /* border-bottom: 1px dotted black; /* If you want dots under the hoverable text */ +} + +/* Tooltip text */ +.tooltip .tooltiptext { + visibility: hidden; + width: 320px; + background-color: black; + color: #fff; + text-align: left; + padding: 5px; + border-radius: 6px; + + /* Position the tooltip text - see examples below! */ + position: absolute; + z-index: 1; +} + +/* Show the tooltip text when you mouse over the tooltip container */ +.tooltip:hover .tooltiptext { + visibility: visible; +}