home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Cream of the Crop 1
/
Cream of the Crop 1.iso
/
EDITOR
/
CLASSW.ARJ
/
CLASSWRD.HLP
< prev
next >
Wrap
Text File
|
1992-01-19
|
10KB
|
276 lines
ClassWord Program Manual
ClassWord is a word-square puzzle creator that hides a
list of words within a square of random letters.
ClassWord randomly places the words vertically,
horizontally, diagonally, forward, and backward!
Once created, the puzzle/solution may be reviewed on
screen and printed on your printer.
You can also create and save as many word lists as you
wish to use again and again.
Program Requirements
ClassWord requires the following:
* Any IBM or compatible
* => 256k RAM
* => DOS 2.0
Program Features
A context-sensitive help screen/scrollable manual is
always available by pressing the <F1> function key.
Use of a color or monochrome screen is automatically
detected and the proper adjustments made.
The intuitive "point-and-shoot" method is the primary
means of user selection and input.
User input boxes are word processor capable, with arrow
cursoring, insert/overtype/delete functions, etc.
The Main Screen
At the Main Screen you can review the available word
lists. From here, you can-
* Select a word list for creating a puzzle <ENTER>
* Create and save a list of words <Ins>
* Modify any word list on file <F5>
* Delete any word list on file <Del>
* Quit the Program <Esc>
Creating a Word List
You may enter from 1 to 20 words. All words must be at
least 3 characters long and contain no spaces. You may
also enter an associated definition, although this entry
is optional. When you are finished entering the word
list, press the <F10> key.
Once you have finished entering your list of words, you
are asked to specify a label to save the list by. After
the list of words is saved, you are returned to the Main
Screen where you can then create a puzzle using any word
list on file that you wish by highlighting that word
list and pressing the <ENTER> key.
Modifying a Word List
If you highlight a word list in the Main Screen and
press <F5>, you can then add, change, or delete any word
or definition in that word list as follows:
* Add a word to the list <Ins>
* Change a word or a definition in the list <F5>
* Delete a word or a definition in the list <Del>
Deleting a Word List
A word list can be deleted from the Main Screen by
highlighting the word list and pressing the <Del> Key.
The program will beep twice and a message will appear at
the bottom of the screen displaying the word list you
want to delete and asking you to confirm your choice.
Here you must press either the letter "y" on the
keyboard to confirm, or "n" to withdraw.
If you press the "y" key, the word list is permanently
removed and may not be recovered.
Creating the Puzzle
When you select a word list in the Main Screen, you are
asked to specify what size word square you wish to hide
the list of words in. When you enter a square size
choice, the program will create the puzzle on the screen
in real time as you watch. The smaller the square size
you have specified, the more difficult it is to fit the
list of words within that square. If you chose a very
small square size, the program will make up to 10
attempts to create the puzzle, at which point it will
offer you the options of trying once again, resetting
the square size, or simply giving up and returning to
the Main Screen.
Displaying the Completed Puzzle
When the program successfully places the list of words
within the word square, you are presented with a display
of the puzzle on the screen. At this point, you may:
* View the puzzle/solution (toggle key) <F3>
* Print the puzzle on your printer <F5>
* Redo the puzzle with the same set of words
if you're not happy with the placement of
the words, or want to change the square size <F8>
Printing Options
If you choose to print the ClassWord puzzle, the program
will ask you to indicate:
* whether you want the words or the definitions to be
used in the reference list printed on the puzzle
page.
* how many copies of the puzzle you want to print.
* whether you wish to have a solution page printed, and
if so, how many copies you want.
Quitting the Program
If you choose this option at the Main Screen, you will
be asked to confirm.
Upon entering "y", the program exits to DOS. If you
entering "n", the program will resume the Main Screen
options.
Notes on Classroom Use
ClassWord provides a very effective method of conducting
a variety of educational exercises because students
respond positively and attentively to the entertainment
and challenge of this type of learning tool.
Once you start using ClassWord regularly, you will begin
to appreciate and use the application flexibility that
lends ClassWord to almost any type of associative
learning task.
The key to this flexibility is that each word in a list
can be associated-- at your option-- with a "definition"
field, and you decide whether the reference list on a
printed puzzle is to be the words themselves, or the
associated definitions. This allows you to design word
squares in a variety of ways according to your
particular educational goal.
This opens applications, for example, for vocabulary
and spelling exercises where the words are hidden in a
square and the definitions comprise the reference list
on the puzzle page.
In foreign language classes, word squares can be created
using foreign words with English language "definitions",
or vice-versa.
In geography classes, you can create a list of world
cities with the appropriate country referenced as a
definition, and so on...
As you can see by now, practical classroom applications
can be designed with ClassWord in any subject matter,
limited only by your creativity.
Notes on ClassWord Program Design--
Programmers, computer students, and others who are
curious about the design of algorithms used in programs
like this may be interested in the following:
At first blush, the task of devising the algorithms
necessary to create a word-square puzzle seemed to be a
fairly straightforward challenge with only a few logical
factors to consider. I quickly found, however, that a
logical, efficient approach resulted in the program
being too eager to reject attempts to create a puzzle
with diagonally placed words because of the difficulty
such words created when the algorithm tried to find
places for the remaining unplaced words. The result, of
course, was that almost all the words were being placed
in either vertical or horizontal positions, which is
quickly predictable and too easily solved. So I had to
devise a compromising algorithm that would try harder to
place diagonally positioned words without creating an
unacceptable increase in processing time.
To place even a greater burden on the algorithm, I
realized that it was also important to encourage the
puzzle creator to crisscross hidden words because that
makes the puzzles more interesting and creative. While
the coding wasn't as difficult as I had first feared,
even the most optimized code resulted in an increase in
the time it took to create such a puzzle. The real
challenge wound up focusing more on finding acceptable
compromises in processing time than on designing the
algorithms used.
Taking all of these considerations into account resulted
in a program that, while it may not always create the
most difficult puzzle possible, it usually creates a
challenging puzzle in 1 to 5 seconds (given moderately
challenging parameters). Even under the most difficult
circumstances (many long words of similar length, small
square size), it will create a puzzle, if possible, in
less than a minute (depending on your computer's speed).
Even 10 seconds, however, can be a long time for
computer users who are used to instant results in
standard processing tasks. The point of this discussion
for those interested in programming is: If you have a
processing task that takes more than a second or two,
display something on the screen to keep the user's
attention. When ClassWord is trying to create a puzzle,
for instance, it displays the puzzle as it is being made
on the screen in real time as ClassWord searches and
finds places to put the words, thus keeping the user
informed and interested. Remember that most people do
not like to stare at an unchanging screen wondering what
is a program doing and how long is it going to take to
do it.
The point of this discussion for the non-programmer is
that you will find that large puzzles are generally much
quicker to create, more imaginative because the program
has more "breathing space" to be creative, and also more
challenging simply because there are more characters for
someone to search through-- on the other hand, it is fun
to give ClassWord some very difficult parameters and
watch it try to create an "impossible" puzzle. Often it
will surprise you and do it!
ClassWord design R. A. Delaroderie III
ClassWord source code Rad Delaroderie IV
End of ClassWord Help File