The _Cue_ window provides tools to set up live performance using Ardour. We are not going to use _Cue_ in this tutorial, so this is just a quick overview to give you a basic idea what all this is about.
## User interface elements
The user interface is pretty much standard for this type of a feature set.
From left to right you get tracks that contain clips (not visible on the timeline when you switch to the _Editor_ window). From top to bottom you get 8 rows called scenes, _A_ to _H_.
The browser on the right allows easily dropping pre-recorded clips onto clip slots for playback. You can use both audio and MIDI clips. Dropping a clip on the empty space will create a new track and automatically fill the first slot (scene _A_) with that clip.
Settings below allow customizing how a clip is played, whether it is stretched to match certain bpm value, whether it triggers playback of a certain other clip etc.
## Non-linear workflow
Working with clip launchers is commonly referred to as non-linear workflow, because it is based on looped playback of pre-recorded clips where you don't have to go from scene A to scene H directly.
You can set up your clip launchers in a way that a clip in a scene B will play 4 times, trigger a clip in scene A that will play 2 times, then jump to clip C and play it 6 times, then go back to clip B, which will repeat the entire cycle again and again until you stop it manually. And all that without ever pressing the **Play** button in the transport to play a composition from start to finish.
## Combining linear and non-linear workflows
While you can play an entire song live without ever getting out of the _Cue_ window — especially when you have a hardware grid controller and all pre-recorded clips you might need — you can integrate clip launchers into regular linear workflow in the _Editor_ window.
Here is a simple example of that:
{{<figuresrc="en/ardour7-linear-and-nonlinear.png"alt="Combining linear and non-linear workflow">}}
Ardour plays two bars of a regular MIDI track that uses a sampled instrument, then launches scene A at bar 3, scene B at bar 4, and stops all scenes at bar 5. You can trigger and stop scenes at any time in your otherwise linear project, as many times as you like.