| 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 |
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.
| 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. |
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?
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.
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.
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.
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.
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.
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.
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.
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.
This option will exit the program.