home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Software of the Month Club 1996 August
/
Software of the Month Club 1996 August.iso
/
pc
/
dos
/
edu
/
eviquiz
/
evidence.doc
< prev
next >
Wrap
Text File
|
1996-03-04
|
41KB
|
846 lines
EVIDENCES
version 2.6
Jean-Paul Doeraene
13, rue marais Gauquier
B-7911 Frasnes-Lez-Anvaing
BELGIUM
EVIDENCES is a quiz game, that is a game where the computer asks
questions and the user answers. The principle is quite simple, and the
idea is not original. But our aim is to give a flexible program that
can do the most you want with the less needs. Indeed, you'll find an
incredible number of options and configuration parameters which allow
you even to use the program with non english speaking pupils while on
the other hand you only need a simple XT computer and a 36O Ko floppy
disk unit. We insist on the fact that this is *not* a multiple choice
quiz : the awaited answers are words or sentences.
The program is divided in three main parts : 1) the game part, where the
computer asks questions, wait for answers and tells to the user (the
pupil) if he is right or not; 2) the edition part, where the user (the
teacher) can edit its own questionnaires; 3) the attribution part, where
the user (the teacher) can assign to each pupil a "program" of
questionnaires that he will follow in one or more sessions while his
results will be recorded by the program.
HAVE MUCH FUN !
Note : Each paragraph is noted with one, two or three exclamation
points. One for basic use level, two for medium use level, and three
for expert use level.
FIRST APPROACH (!)
You enter the program when you type "evidence", followed by "Enter", at
the DOS prompt. You see then the main menu and get the following
propositions : play with a questionnaire, edit new or old
questionnaires, manage attributions, manage password or quit the
program. As a general rule, each expression after the ">>>" sign points
out a command.
We want to play first, so we press "G" (for "game"). We see now a
screen in two parts : the left part shows you the list of the
questionnaires which are available; the right part gives you two
propositions : select a file or quit. You press "Enter" to select a
file, that is a questionnaire. In the list you see "DEMO.Q" : you
type this name (you need not to write the extension which is ".Q" by
default, so you may simply type "demo"). After you have entered the
name of the file, the program asks you for the name of the player :
enter your firstname. Now the game begins. The screen is now divided
in three parts : the upper part for asking questions and write
answers, the lower left part to display available commands, and the
lower right as a scoreboard. In the upper part you see some question :
enter your answer and press "Enter". We suppose you are right, so the
computer now displays "Right answer!". You see that your score
increases in the lower right part. You can go further by pressing
the space bar. The computer asks you another question, and you
answer again. If your answer is wrong, the computer displays the
right answer, and the score of the computer increases. When you are
done, the computer gives you a note between 0 and 20 and make some
comment about your score. You quit by pressing "End" and so you come
back to the file selection menu.
Now I suppose you want to edit your own questionnaire. So press "Q"
(for "Questionnaires") from the main menu. Again you see the list of
questionnaires and you press "Enter" to select a file. This time you
will enter a name which is not in the list, so that a new file will be
created. For instance type "MYQUEST" as a name for your questionnaire.
When you press enter, the program adds the extension ".Q" so the name
will be "MYQUEST.Q". As it doesn't exist, the program asks you if you
want to create a new file; press "Y" to confirm. Now the program asks
you the number of lines for questions; one is enough for this approach.
At last the program asks you if the datas are as you want; press "Y" to
confirm. Now you see a screen divided in three parts : the upper for
the cards of the file and the lowers for instructions. The upper part
is somewhat complicated at this moment because you see the card with the
title of the file and its options. Don't pay any attention to these
things for the moment; we'll go back to these in another paragraph. Now
we only want to write questions and answers. As pointed out in the
lower part, you can edit a new card with one question and its answer by
pressing "N" (for "New"). When you do it, you see an empty card in the
upper corner and the cursor is just near "Q :" which means that you can
type here your question. Type it. The line editor allows you to come
back with the left arrow, or to erase characters with the backspace or
"Del" keys; you can also erase the entire line with "F9" or just the
part from the cursor to the end of the line by "Ctrl-End". When you are
done, press "Enter". Now the cursor is near "A :" and you can write the
answer in the same way. Press "Enter" again. Now the program asks you
if you want save the new card, abort the modifications or edit again.
Save your card by pressing "S" (for "save"). Now you see that the new
card has got number 1 in the upper left corner of the screen. To create
another card with another question and its answer, press "N" (for "new")
again, and repeat the process. When all your questions are written,
press "Q" (for "quit"). You see the list of questionnaires again, and
you can notice that your questionnaire is now in the list. Press "Esc"
to go back to the main menu. You can then press "G" (for "game") to
play with your own questionnaire.
One more trick : When editing a card, you can also use the "PgDwn" key
("Page Down") to go from the question to the answer, and to go from the
answer to a new card (saving the former card at the same time). So you
have no more to confirm the saving by "S" and ask for editing a new card
by "N".
HOW TO WRITE CARDS (!)
Of course you can just write each question with one answer. But a
simple question can have more than one right answer. For instance if
your question is "Cite a yellow fruit", then "lemon" is a right answer,
but "banana" is also right. EVIDENCES can manage such problems; to use
it correctly, you have to know how exactly it compares the answer given
by the player in game mode (let us call this the "given answer") with
the answer written on the card in edition mode (let us call this the
"expected answer").
The answer is accepted if each word in the expected answer (except some
little words : "the", "a", "an", "and") are in the given answer. That
means that if the expected answer is "the red apple", the program will
accept the following given answers : "the red apple" of course, but also
"red apple" or "the apple red" or "apple red" or even "red and yellow
apple"; it will not accept "red pear" neither "apple" neither "yellow
apple". Though, if you think that "the red apple" is the only
acceptable answer, then you have to set the option "strict
comparison" on (see the paragraph about options below).
Now what about if your question has two or more acceptable answers ?
Well! just write them all separated by either the word "or" either "|"
or "||". So for the question "Cite a yellow fruit", the expected answer
can be "banana or lemon" or "banana | lemon". For the question "What is
the french translation of `dress' ?", the expected answer can be "tenue
| costume | habit". The program accepts the given answer "tenue" or
else "costume" or else "habit". You can also use the semi-colon ";"
instead of "|". The difference is that when the given answer is wrong,
any expected answer written after the first semi-colon is not displayed.
For instance, for the question "10 x 10 = ?", the expected answer can be
written "100; hundred". In case of wrong answer, the computer will
display : "The right answer was : 100".
Sometimes you want to add some explanation to the answer to be displayed
when the given answer is wrong. You can add it to the expected answer
in brackets. For instance for the question "In what year began World
War II ?", the expected answer can be "1940 (it ended in 1945)". All
what is in brackets is ignored by the program so that the answer "1940"
will be accepted, but in case of wrong answer, the information will be
displayed.
If you add the sign "*" at the end of a word in the expected answer, the
program will accept each word beginning by the first one. For instance,
if "cell*" is the expected answer, the program will accept "cell" but
also "cellar", "cello", "cellophane", etc. As this special coding is
not comprehensive by the player, it should be used only for alternative
answers after the sign ";", so that the words ending with "*" aren't
displayed in case of wrong answer.
The file "DEMO.Q" has been written using most of these possibilities.
Edit it to see how they are used.
You have yet to know exactly what we mean by `word'. A word is an
unbroken sequence of letters, which are the letters in strict sense but
also the chiffers, the underscore sign (_), the apostrophe (') and the
hyphen (-). All other characters are separators. It is possible to ask
to the program to consider the apostrophe and/or the hyphen as
separators : see the configuration parameter "SEPAR" described below.
OPTIONS (!)
Each questionnaire has a special card with the title and options. This
card is displayed when you create a new questionnaire. When it is
already created, you can go to this card by the command "O" (for
"option") or "T" (for "title"). You can edit this card just as you can
edit other cards with question and answer. But you cannot delete this
card.
title
The title is used as a generic question. It is displayed at the
top of the screen during the game. For instance, the title of a
questionnaire of history can be "In what year was this event ?",
the title of a questionnaire of geography can be "What is the
capital of this country ?". When you have written your title,
press "Enter" to go to options, or press "F2" to save the title
without editing options.
repeat questions when wrong answer
This is the first option. Type "Y" to set it on, or "N" to set it
off, or press "Enter" to accept the option as it is settled.
You can also use the up or down arrow to go to another option.
If you set this option off, each question will be asked at most one
time during the game. If you set this option on, the same
question can be asked as long as the player doesn't give the
right answer. Moreover, the number of questions to ask doesn't
decrease when this option is on, and the given answer is wrong.
case of letter is significant
If you set this option off, and if you have an expected answer
which is "Event", the program will accept "Event" of course, but
also "EVENT" or "event". If you set this option on, the only
right answer will be "Event".
the game may be aborted by "Esc"
After each question during the game, you can continue if you press
the space bar or stop the game if you press "Esc". If this
option is off, you can not stop the game with "Esc" before it is
really finished.
number of questions to ask
This option is a number between 0 and 255. If you want the program
to ask all questions in the questionnaire, leave this blank (or
equivalently set it to 0). If you want the game to stop after some
number of questions (10, 15, 20, etc.), set this option to this
number. If the option "ask again when wrong answer" is off, the
number you enter will be exactly the number of questions asked. If
this option is on, the number you enter will be the number of right
answers to be given before the game ends.
follow file order to ask questions
The cards are sorted out in the file : When you use the command "N"
(as "new card"), the new card will be set at the end of the
file; when you use the command "I" (as "insert new card"), the
new card will be set before the current card. This is the only
difference between these two commands. Now when you set "ask
questions in order" on, the questions will be asked following the
order of the file; else they will be shuffled.
strictly compare given answers
Let's explain this option by an example. Assume the expected
answer is "an apple and a pear". If this option is off, the
following answers will be accepted : "an apple and a pear", of
course, but also "apple and pear", "a pear and an apple", and
even "pear apple" (see also the configuration parameter "ignor"
below). If this option is on, the following answers will *not* be
accepted : "apple and pear" (this miss the articles), "a pear and
an apple" (the words are shuffled) and even "an apple and a pear
and a banana" (two much words).
current best score settled to
This is not really an option; it is the best score which has been
recorded by the program itself for the file. There is two reasons
for which you may want to modify it : the first is that you want to
reset this best score, then set it to 0; the second is that you
don't want to record and display best scores, then set it to 21 (a
score that can not been reached, because the top score is 20).
threshold to go on in attribution
This option is only useful when you use the file in an attribution
list (see below). The game will be stopped before the end of the
list if the score you enter here is not reached by the player.
ATTRIBUTIONS (!!)
This function can be used by teachers. It allows to assign a list of
questionnaires to pupils, either individually either by group. The
pupil is then asked to answer to each questionnaire of the list. The
program take a note of which questionnaires have been done, and which
have not been done, so that the pupil can resume its work in another
session. So progressive programs can be established. Moreover each
questionnaire have a minimum score ("threshold") which has to be reached
by the pupil before to go to the next questionnaire; otherwise, he will
have to carry out the same questionnaire again next time.
To proceed, press "A" (for "attributions") from the main menu. Now you
see a list of files with extension ".A"; these are the attribution
files. (If you use EVIDENCES for the first time, the list has probably
only one file "DEMO.A".)
To create your own attribution file press "Enter" to select a file and
type for instance "MYATTRIB" as a name for your file. When you validate
by "Enter", the program adds the extension ".A", so your file will be
"MYATTRIB.A". Confirm that you want to create a new file and that the
datas are correct by pressing "Y" (for "yes"). Now you enter the
edition. This is quite the same way as the edition of a questionnaire.
Though instead of fields "Q" ("question") and "A" ("answer"), you have
now fields "N" ("name of the player") and "A" ("attribution list"). So
each card has a field with the name of the pupil and a field for the
list of questionnaires which you assign to this pupil. You can enter
more than one name on a card, separated by the sign ";" or "|" : for
instance you can enter "John Smith; John" so that John Smith will be
recognized later by his surname only (of course this means that you can
not have two John in your classroom !). The list of questionnaires is
just the names of the files (with or without extension ".Q") separated
by spaces. For instance it can be "planets gwashing french1" if you
want John to answer to a questionnaire about astronomy (named
"PLANETS.Q"), then a questionnaire about history (named "GWASHING.Q")
and a questionnaire about french vocabulary (named "FRENCH1.Q") that we
assume you have edited before, of course. You create a card for all
pupil in your classroom. When you are done, quit the edition by the
command "Q" (for "quit").
Now that your attribution file has been created, you can activate it.
To do this, just select the file "MYATTRIB.A" again, and press "A" (for
"activate"). The program now mentions that the attribution file is
active. Return to the main menu by "Esc".
In the main menu you see "(Y)" near the word "Attributions" which means
that there is an attribution file activated. Press "G" (for "game").
The program does not display the list of files anymore. Instead, it
asks you your name. Type it and press "Enter". The program display
"Unknown player !". Indeed you are not in the attribution file
"MYATTRIB.A". If you try again but type the name of one of your pupils
- assume you type "Smith" - the program will ask you the questionnaires
of the list of files attributed to Smith : planets, gwashing, french1.
Assume you answer theses questions. Thereafter, the program quits the
game and displays "There is no more questionnaire for you". From the
main menu, type "A" (for "attribution") and select "MYATTRIB.A" again to
edit it. In the file, you see that the index card of John Smith has now
its attribution field modified : it's something as "planets(12)
gwashing(11) french1(5)". The numbers between brackets are the score
that you have obtained during the game.
If John Smith want to play again, the program will now display "There is
no more questionnaire for you". But suppose you have aborted the game
(by "Esc") while you were answering to the questions of "gwashing".
Then the index card of John will be recorded as "planets(12) gwashing
french1". When he will try to play in another session of EVIDENCES, the
program will then ask him the questions of "GWASHING.Q" and "FRENCH1.Q"
only. (The program "knows" that the questionnaire "PLANETS.Q" has
already been achieved by John because there is a number between brackets
after "planet" in the attribution file.)
If you want to come back to the normal mode for the game, you have to
choose "Attributions" again from the main menu, and then "Desactivate
attribution".
There is a way to conceive progressive programs of questionnaires by
limiting the access of the next questionnaire in the list. Each
questionnaire has a passing score ("threshold") as option which the
player must cross to go to the next questionnaire in the list. In our
example, let us suppose we have set the threshold of the file
"PLANETS.Q" to 12. If John has got a score of 11 for this file, the
program will abort the list, and will not record the score, so that
John will be asked to answer to the questionnaire "PLANETS.Q" again in
the next session.
Two more tricks. 1) Often you want to attribuate the same list of
questionnaires to a whole classroom. You can avoid typing the same list
again and again. Just enter the names of the pupils on cards, leaving
the attribution field blank. Then choose the "General attribution"
function, and type the list of questionnaires you want to assign to
everybody. 2) Instead, if you want just establish a list for everyone
but don't want individual cards, you can create an attribution file with
one card only, leaving the name field blank, and with this list in the
attribution field. So, everybody will be asked this list, but the
scores won't be recorded in the attribution file.
SCORES FILE (!!)
Each time a player has answered completely to a questionnaire (without
leaving it with "Esc"), EVIDENCES records his name, the file, his score
and the date in a text file "SCORES.TXT". This file is a plain text
file. EVIDENCES cannot show you this file, but you can see it by typing
"more < SCORES.TXT" at the DOS prompt, or with any text editor (like
EDIT) or text viewer. You can delete the file "SCORES.TXT" when you
want (if becomes bigger and bigger) ; then the program EVIDENCES will
create a new one next time you'll play with it.
If you want to import the datas of "SCORES.TXT" in a worksheet (as
EXCEL), you'll better add the line "TABSC = Yes" to the configuration
file (see below), so that the fields of SCORES.TXT will be separated by
tabulations instead of spaces.
PASSWORD (!!)
You can introduce a password that limits access to edition and
attribution modes. So when a password is introduced, you can just
play but not modify files. This is useful if you are a teacher and
use this program with pupils.
The first time you press "P" in the main menu, the program asks you a
new password. After you have done this, the program will ask the
password each time you attempt to edit files.
You can change the password choosing "P" again from the main menu. If
you want to erase the password, you just have to enter an empty string
as a new password.
The password is kept in a hidden file named "MDP". This file is deleted
when you erase the password inside the program. If you forget your
password, you can delete this file under DOS, but you have to cancel the
hidden attrib of the file before with the command "attrib -h mdp".
If you don't want to erase the password but want to get rid of writing
it during a complete session of EVIDENCES, you just have to enter it
when it is asked you, and enter it with "F2" instead of "Enter".
SECRET KEYS (!!)
During the game, when the program asks you if you want to resume, after
you have answered a question and the program has corrected your answer,
you can use some secret keys. If you have entered a password, it will
be asked you when you try to use these cheat keys.
Ctrl-A
This forces the program to accept your answer even if you were
wrong.
Ctrl-C
This ends the game.
Ctrl-E
This goes directly to edition mode. This is useful when testing
a new questionnaire if you see you have made a mistake in
writing the card. You can correct it directly, and come back to
the game when you press "Q".
CONFIGURATION FILE (!!!)
You can configure the program completely to your needs with the
configuration file "CONFIG.EVI" which is a text file that you can edit
with a plain text editor such as EDIT which is supplied with your DOS
system.
Each line of the file is something like "<ID> = <parameter>". The ID is
a single word. The parameter is sometimes simply "yes" or "no" (this is
a switch), sometimes a text. Here is the list of the IDs.
Note : Examples between quotation marks below must appear on a single
line in the configuration file, although they may split on two lines in
this documentation file.
REM
Line ignored by the program ; this is just to introduce a REMark in
your configuration file. Example : "REM = This is a remark."
IGNOR
Words IGNORed by the program when the option "strict
comparison" is off. Example : "IGNOR = the an a and".
PLAYE
Name of the usual PLAYEr if any (15 characters or less).
SIGNA
Each created file can be marked with your SIGNAture (20
characters or less). Example : "SIGNA = Jean-Paul Doeraene".
DELAY
Some messages appear on screen for a while and then disappear. If
the time they appear is too short (because you have a fast
computer), you can increase it. Default delay is 2. Example "DELAY
= 4".
FEXIT
Switch. When a password exists, you can quit the program freely.
You can forbit the Free EXIT if you write "FEXIT = No". If you do
so, and if a password exists, you'll have to write the password to
quit the program.
CHPAS
Switch. Maybe you don't want all the business with the
password. In this case you can forbit the set (or CHange) of
the PASsword if you write "CHPAS = No".
SEPAR
The hyphen and apostrophe are considered as letters. You can force
the program to consider they are SEPARators (which means not
letters) in any case. Examples : "SEPAR = - '" if you want both the
hyphen and apostrophe to be separators or "SEPAR = '" if you want
the apostrophe to be a separator and the hyphen to be a letter.
CTRLA
Switch. You can forbit the use of the cheat key "CTRL-A" during
the game with "CTRLA = No".
DITOP
Switch. You can forbit the DIsplay and record of the TOP player
with "DITOP = No".
DANSW
Switch. If you insert the line "DANSW = Yes", then the editor
will ask you if you want answers with one or two lines. If you
chose two lines, you will have two lines for the field of the
answer. Note, however, that the player will always have one line
only to answer, and in case of wrong answer, the first line of the
expected answer only will be displayed. So what is the utility of a
second line ? Well ! you can use it to add more possible answers
(don't forget to end the first line by a semi-colon ";").
SCORE
Name of the text file where the SCOREs must be stored. Example
: "SCORE = SCOBOARD.TXT". If you don't want that the scores are
stored in a file, just enter "SCORE =" (without file name). Path is
not allowed : the file will always be in the same directory as the
questionnaires.
TABSC
Switch. If you write "TABSC = Yes" in the configuration file, then
the fields in the SCore file (i.e. the name of the player, the name
of the file, the score and the date) will be separated by
TABulations instead of by spaces. This is useful if you want to
use the datas of the score file within a worksheet.
ATTRI
Name of the file that is activated as an ATTRIbution file when the
program starts (you *have* to write the extension ".A"). With this
you have no longer to activate it via the attribution mode. Path is
not allowed : the file should be in the same directory as the
questionnaires.
WDIR
Path for questionnaires, attribution files and scores file if
different from the current directory.
COMME
Name of the file that countains the COMMEnts which are
displayed where the game is finished. The comments are lines
(35 characters or less) in decreasing order of score. If you
don't want that the scores are commented, just enter "COMME ="
(without file name). Path is not allowed : the file should be in
the same directory as the program "EVIDENCE.EXE".
VIDEO
Name of the file used by the program for the VIDEO parameters
instead of the default one. Path is not allowed : the file must
be in the same directory as "EVIDENCE.EXE". By default, the
program uses either "COLOUR.EVI" either "MONOCHRO.EVI".
UPCAS
Name of the file used by the program for the UPCASe conversion. By
default the program uses one of the UPCxxx.EVI files,
depending of what code page you have. So you should not worry about
this.
The next parameters allow you to change a lot of messages displayed by
the program in game mode. This is especially useful if you want to use
this program with non english speaking players.
OR
You can change the word to separate expected answers. Example :
"OR = ou" to use french questionnaires.
SORRY
Text displayed when the answer is wrong (60 characters or less).
Example : "SORRY = Sorry ! This is not right !"
CONGR
Text displayed when the answer is true (60 characters or less).
Example : "CONGR = Right answer !"
BEST
Text displayed when the BEST score is reached (35 characters or
less). Example : "BEST = Best score !"
WNAME
Text displayed when the program has to ask for the player's name
(35 characters or less, attribution mode only). Example : "WNAME =
What is your name ?"
UNKNO
Text displayed when the program doesn't recognize the player (35
characters or less, attribution mode only). You can display two
lines (35 characters each); just enter the whole text (on a single
line) in the config file and write "\" where you want a linebreak.
Example : "UNKNO = I don't recognize\this name !".
NOMOR
Text displayed when the list of questionnaire of the attribution
file is done (attribution mode only). One or two lines (35
characters each), with "\" as linebreak. Example : "NOMOR =
That's all,\folks !".
NOTHR
Text displayed when the threshold is not reached by the player
(attribution mode only). One or two lines (35 characters each),
with "\" as linebreak. Example : "NOTHR = Sorry\Not enough to go on
!".
INTER
Text displayed when the user has INTERrupted the list of
questionnaires (attribution mode only). One or two lines (35
characters each), with "\" as linebreak. Example : "INTER = You
requested\to leave the game !".
DFPLA
Name of the player when no name is introduced. Example "DFPLA =
player".
OPPON
Name of the virtual OPPONent to the player. Example "OPPON =
computer".
PARAMETERS (!!)
EVIDENCES accepts some parameters on the command line. You have a quick
reminder if you type "evidence /?" at the DOS prompt. Each parameter
has the form "<ID>=<parameter>" (without spaces). The ID is a single
letter and the parameter is a string.
For instance you can activate the attribution file "DEMO.A" directly if
you type "evidence a=demo.a" at the DOS prompt. You can use an
alternative configuration file "FCONFIG.EVI" if you enter "evidence
c=fconfig.evi". You can set a signature for the new files if you enter
"evidence i=Jean-Paul_Doeraene" (note the sign "_" instead of a space).
Of course you can use several parameters.
EVI2TXT (!!!)
This is a stand-alone utility to translate EVIDENCES files to text
files. The complete syntax is reminded to you when you run the program
without parameters.
Here are some examples. To display the questionnaire "DEMO.Q" on the
screen page by page, enter "evi2txt demo.q | more" at the DOS prompt.
To write the attribution file "MYATTRIB.A" to a text file
"MYATTRIB.TXT", enter "evi2txt myattrib.a /v myattrib.txt". To write
the complete description of the questionnaire "CAPITAL.Q" to the text
file "CAPITAL.TXT", enter "evi2txt capital.q /v capital.txt /c".
FILES USED BY THE PROGRAM (!!!)
EVIDENCE.EXE
This is of course the main program.
CONFIG.EVI
This file is a text file that contains custom parameters for the
program. See above.
MONOCHRO.EVI and COLOUR.EVI
These files contain parameters for the video display. The
program determines itself if you have a monochrome or colour
adaptater and uses the appropriate file. The file "CGA.EVI" is
an alternative file for colour display : write "video = cga.evi" in
the "CONFIG.EVI" file if you want the program to use it.
COMMENTS.EVI
This is a text file used to comment the scores (game mode). Each
line (35 characters or less) contains the comment for one score.
The first line is for the score 20, the second is for 19, etc. You
can change this file with a plain text editor.
UPCxxx.EVI
These files are used only if you don't use the standard code page
437. You can check the code page used by your computer with the
command line "chcp" at the DOS prompt. The program determines
itself what code page you use, and uses the appropiate file.
SCORES.TXT
This text file is maintained by the program to keep a trace of the
scores which have been established by the players. You can see it
with a simple text editor or viewer, or print it with the command
line "copy scores.txt prn:" at the DOS prompt. Note that the score
is not recorded if the game is interrupted before the normal end by
"Esc". You can delete the file without fear when you want.
MDP
This is an hidden file that is maintained by the program to keep the
password if any. It will be deleted if you delete the password.
EVI2TXT.EXE
This is a stand-alone utility to write EVIDENCES files to text
files. If you run it without parameters, you get a quick help of
the syntax and options of this program.
DISCLAIMER
This software and any support from author are provided "as is" and
without warranty, express or implied. Author specifically disclaims any
implied warranties of merchantability and fitness for a particular
purpose. In no event will author be liable for any damages, including
but not limited to any lost profits, lost savings or any incidental or
consequential damages, whether resulting from impaired or lost data,
software or computer failure or any other cause, or for any other claim
by user or for any third party claim.
CONCLUSION
You can ask questions or just say me you like (or don't like) my program
by the following means. (Please say me where you have found EVIDENCES
and which version you have.) What I'd like the best, is to receive quiz
files that *you* created ; you can use the util EVI2TXT with the option
"/c" to write your file as a text file and send it me this with e-mail ;
if you do this, you implicitely accept that your file could be
distibuted with a future version of EVIDENCES.
The next version of EVIDENCES should be 3.0. It should not be a
freeware anymore, but a low cost shareware (no more than $29). It
should have two major improvements : 1) The edition of questions with
more than one line will have an automatic word wrap, as in a true text
editor. 2) The program could be used with a network, meaning that many
pupils could play with the same file at the same time, and share the
same attribution file. If you are interested by this project, or have
any idea for other improvements, please write it to me.
Mail :
Jean-Paul Doeraene
13, rue du marais Gauquier
B-7911 Frasnes-Lez-Anvaing
BELGIUM
E-mail :
CompuServe : 100415,2113
Internet : Doeraene@univ-lille1.fr