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- 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
-
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-
-
-
- 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
-
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-
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-
-
-
-
-
- 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
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