User’s Manual for the Judging Contest Calculation Program

Oklahoma State University
Animal Science Department


Date: January 13, 1985
Author: Larry Burditt
Contact 
Person:
Larry Burditt
Department of Animal Science
206 Animal Science
Oklahoma State University
Stillwater, OK 74078
Machine 
Requirements
The program requires an IBM PC with 640k. A printer is required to run the program.
Policy 
Statement
This program is distributed "as-is" without guarantee
   

Introduction:

This program is designed to be used as a scoring system for a livestock judging contest. It is capable of scoring 4 or 5 man teams with the low man on the team dropped. It allows the user to split up larger contests onto several diskettes so that it can be run more efficiently and then it can be brought together on one diskette, the rankings calculated an the results printed. Important: Your numbering system for the contest should begin with team one (1) contestant (1). The teams should be numbered consecutively beginning with one (1), the contestants on each team should also be numbered consecutively beginning on each team.

This program can handle up to 20 different classes, 10 categories and as many as 100 teams. If you are working a contest with more than 25 or 30 teams you should break the contest into as many groups as would be necessary to keep the total number of teams on each computer to 30 or less. When you split the contest onto two or more computers you maintain the same team and contestant numbering system (sequential order) for the entire contest.

Run Instructions:

 
  1. Follow power-up instructions presented in the disk operating systems manual (DOS)
  2. From the system prompt (A>) type JUDGING and press ENTER.
  3. The program will then begin execution and the following menu will appear.
                                    UPDATED 04/04/1985

LIVESTOCK JUDGING CONTESTS CALCULATOR

     1 ENTER CONTESTANT INTO FILES
     2 ENTER THE CLASS NAMES INTO FILES
     3 ENTER OFFICIAL PLACINGS
     4 ENTER CONTESTANT SCORES
     5 PRINT OUT SCORES MATRIX, PLACINGS AND CUTS
     6 PRINT OUT CONTESTANT WITH PLACING AND REASON SCORES
     7 CALCULATE WINNERS
     8 ERASE ALL STORED INFORMATION
     9 CHECK AND CORRECT NAMES
    10 CORRECT OFFICIAL PLACINGS AND CLASS NAMES
    11 MERGE INFORMATION FROM TWO DISKETTES
    12 RETURN TO SYSTEM

ENTER THE NUMBER BESIDE THE ROUTINE THAT YOU WISH TO USE?

 

 

1 ENTER CONTESTANTS INTO FILES

This option in the program will allow you to enter the names of the contestants into the program. When you begin this option it will ask for the number of contestants on each team. This program is set up to run with either four or five man teams. It drops the low score for each team when calculating the team score.

Next you will be asked what team you wish to begin with. This option will allow you to enter a team that has shown up late for the contest. To do this you would enter the number after the last team. For example, if you had 24 teams already entered and then another team showed up, you could execute option 1 from the menu again and start with team 25. Normally you would begin with one (1).

If you are running a contest that is large enough that you have to split it into two or more computers then you would still enter a one (1) when you begin entering your teams. However, the numbers the computer asks for will not match the team numbers on the cards since the computer begins again with number 1. This is correct, so do not become concerned.

Once you have answered these questions you will begin entering the team names. The program will ask for the name of the team and you will be told to enter the word END if you are through, or I- if you are entering individuals. If you enter an I- then you will be asked for a team name after you have entered each contestant. When you are entering the contestant’s names we recommend that you enter the contestant’s number and then name. For example, if John Smith was contestant number 1 on team 12 you would enter it as 12-1 JOHN SMITH. This will allow you to cross check the contestants more easily. You should repeat the above procedure for each team and its individuals.

 

2 ENTER THE CLASS NAMES INTO FILES

The second option allows you to define the categories and the classes within each category. You will first be asked how many categories you want to have. You will then be asked the name of the first category and how many classes are in that category. Once you have completed this you will be asked for the name of each class in the category and whether the contestant will be giving reasons on it or not. If you have more than one (1) category you will then be asked the same questions for the second category and so forth.

You must know the number of classes and categories before you begin. However, you do not need to know the name of the placing before you begin because you can use option 10 to correct the names and placings when you get them.

You can split you contest into as many as ten (10) categories and you can have a total of as many as 20 placing classes each with a set of reasons.

When you have finished entering all the category and class names the program will tell you to set up your printer and press enter and it will print a listing of all the classes and categories which you have just defined. When it has completed this it will return to the menu.

 

3 ENTER OFFICIAL PLACINGS

This routine will allow you to enter the official placings of each class. You must do option 1 and 2 before you use this option. The program will ask for the official placing fro each of the classes which you defines in option 2. The program will prompt for the placings and they should be entered as a single number. For example, if a class was placed 1324 then you would enter the placing as 1324 and press enter. Once you have entered your placings the program will ask for the cuts for that class. The cuts must be entered with a comma between each number. For example, if the cuts on a class were 3,4, and 2 then you would enter them as 3,4,2 and press enter to continue.

The program will continue asking for the official placings and cuts for all the classes which you have entered into the system. If you do not have the placings and cuts for all of the classes you can enter the ones which you do have and for the classes which you do not have any placings or cuts you can enter 1234 for the placing and 0,0,0 for the cuts. Once you have entered these once, you should not need to use this option again. To correct the placings and cuts or to enter placings and cuts which you did not have before you should use option 10.

Once you have entered all of the class placings and cuts you will returned to the main menu.

 

4 ENTER CONTESTANT SCORES

YOU MUST HAVE A PRINTER ON AND WORKING FOR THIS OPTION!
This option in the program will allow you to enter the class placings and reason scores for each individual in the contest. When you begin this options the first question which the program will ask is for the number for the first team. If your contest is on one diskette this number will be one (1). However, if you have broken you contest into smaller groups, then you should enter the number of the first team on the diskette. For example, if you have a contest consisting of 50 teams and you have broken them onto two computers with 1 through 24 on the first computer and 25 through 50 on the second then the number you should put in for this prompt on the first computer would be 1 and on the second computer it would be 25.

You will then be asked for the class number for which you are about to enter the individual placings.

In this program each placing has a corresponding letter which you enter in the place of the placing. The letters begin with A for a placing of 1234 and end with X for a placing of 4321. We have these letters printed on our judging cards and it improves the speed of entry enormously. A listing of the placings with their corresponding letters is available with the score matrix in option 5.

The program will now ask for you to enter the placings for a contestant or to enter 0,0,A in order to stop. To enter a contestant’s placing you should enter his team number, contestant number and the letter that corresponds to his placings. For example, contestant 5 on team 10 with a placing of 1324 would be entered as 10,5,C. The program is also setup to allow you to enter actual scores if you have classes in you contest which need to be scored separately an the actual scores entered into the correct class. Once you have entered all the contestant scores you have for one class you can quit by typing 0,0,A and pressing enter

When you quit the first option of the score entering routine you will be placed in the portion of the program which allows you to enter the reason scores for a class. The program will prompt you to enter the reason score or type 0,0,0 to stop. To enter the reason score for an individual you should type the team number, the individual number and then the reason score. When you have entered all the scores you have available you can quit this portion of the program by typing 0,0,0.

At this point you will be asked if you wish to enter another class. You should answer this question with either a Y or a N. If you answer Y you will begin this option again, and N will return you to the menu.

You do not need all the cards for a class before you can begin entering the scores into the computer. You can go back to the same class as many times as you need to in order to enter all the scores.

 

5 PRINT OUT SCORES MATRIX, PLACINGS AND CUTS

This option in the program will allow you to get a printed copy of the scores for each possible placing for each class, the official placings and official cuts for each class. You should use this option after you have entered the official placings in order to check for accuracy. If the officials for a class are incorrect any placings which have been entered for that class, must be reentered in order for the scores to be correct, so it is very important that you check the official placings and cuts before you enter any scores for that class.
 

6 PRINT OUT CONTESTANT WITH PLACING AND REASON SCORES

This option in the program will allow you to print out the placings and reason scores for all the contestants on a disk. This option forces the printer into a compressed printing mode and if you have very many classes in the contest you should use 14" wide paper. This printout will allow you to check for zeroes in a contestant’s scores and serve as an overall score sheet for the contestant.
 

7 CALCULATE WINNERS

This option in the program will allow the user to print out ranked listings of the teams and contestants in the contest. If you have the contest on more than one diskette, before you use this option you should use option 11 to combine the information on one diskette. Below is an example of the menu you will get for this option.

THIS PROGRAM CALCULATES THE WINNERS OF THE JUDGING CONTEST

1 RANK THE TEAMS (OVERALL)
2 RANK THE INDIVIDUALS (OVERALL)
3 RANK BY CATEGORY (TEAMS)
4 RANK BY CATEGORY (INDIVIDUAL)
5 RETURN TO THE MAIN MENU

ENTER THE NUMBER BESIDE THE ROUTINE YOU WISH TO USE

RANK THE TEAMS (OVERALL) This option will print a ranking of the teams with the highest team score first. This option uses all the classes in the contest, scores are calculated by dropping the lowest score for a team and ties are broken on the basis of reason scores.

RANK THE INDIVIDUALS (OVERALL) This option will print a ranking of the individual contestants in the contest with the highest score first. This option uses all the classes in the contest and ties are broken on the basis of reason scores.

RANK BY CATEGORY (TEAMS) This option will print a ranking of the teams in the contest with the highest score first. This option allows the user to select one of the categories which were designed in option 2 of the program to rank teams based only on their performance in the classes of that category. Scores are calculated by dropping the lowest score for a team and ties are broken on the basis of reason scores for the classes in that category.

RANK BY CATEGORY (INDIVIDUALS) This option will print a ranking of the individual contestants in the contest with the highest score listed first. This option allows the user to select one of the categories which were designed in the beginning options of the program to rank the individual contestants based on the basis of reason scores for the classes in the category you are working with.

8 ERASE ALL STORED INFORMATION

This option will erase all of the information which you have stored on a diskette. This option should only be used at the beginning of the contest before you have entered any information, otherwise you will lose all the information you have entered.
 

9 CHECK AND CORRECT NAMES

This option will allow you to check and correct the individual contestant’s names once they have been entered. When this program begins you will be asked if you want a printed copy of the contestant names. Once you have this printed listing you can check the names for incorrect spellings or incorrect order.

To correct a name you should return to this option and when asked if you wish a printed copy type N and press enter. You will then be asked for the number of the contestant you wish to correct. These numbers are listed down the left side of the printed copy of the names which you have already received. At this point the program will ask for a correct name and team name for the individual you have selected.
 

10 CORRECT OFFICIAL PLACINGS AND CLASS NAMES

This option will allow you to enter official placings and cuts which you did not have when you used option 3, or you can make corrections in placings and cuts for a class which has an error. When you begin this option you will be asked for the class number you wish to correct. You should enter the class number and press enter. Next you will be given the name of the class that you have selected and told to press enter if it is correct. If you wish to change the name of the class you can type the new name and press enter.

You will then be asked of the contestants will be giving a set of reasons for this class. If they are giving a set of reasons for this class you should enter Y, otherwise you should enter a N.

You will then be asked to enter the correct placing and cuts for that class. These should be entered in the same way in which you entered them in option 3. Once you have entered all this information you will be asked if you wish to correct another class. IF you do want to correct another you should enter a Y and the program will begin by asking which class you want to correct. If you do not want to correct another class type a N and press enter and you will be returned to the main menu.
 

11 MERGE INFORMATION FROM TWO DISKETTES

If you have entered your contest on more than one diskette you can use this option to combine the information from the computers on which you are running the contest. When you start this program it will instruct you as to where you should place which diskettes. When you are using this option be sure that you are placing the diskette which has the first teams in drive A and the diskette containing the next teams in the sequence in drive B. When it has finished the program will return to the main menu. To combine more than two diskettes you should use the option again until you have combines all the information from the diskettes onto the first one. Be certain to keep the diskettes in sequential order.
 

12 RETURN TO THE SYSTEM

This option will exit the program.



Animal Science Software