.TOPIC:
Contents
                         -----------------
                        |  QKGOLF Help    |         
                         -----------------         

IMPORTANT: Please At least Read These...

            Payment/Registration             DataBase Errors 
            Getting Around In The Program    Program OverView
            How Points Are Calculated        Using Help
            How Handicaps Are Calculated     Legal Information

Files.............Players                  Teams               
                    Courses 

Rounds............Round Entry              Process Rounds

Generate Reports..Last Round Stats         Schedule         
                    Player Report            Handicap Report
                    Team Report              Labels
                    
Report Editor and Print Utility      

Utilities.........Configuration            Screen Control
                    Restore Files            Memory

.TOPIC:
Legal Information

Legal Information     (also see Payment/Registration)
-----------------

                      
              Copyright 1993 by Richard M. Krause

This program may only be distributed in the following format:

Including Files: QKGOLF.EXE, QKGOLF.HLP, CONTROLP.INI, VBDRT10E.EXE

Excluding Files: QKGOLF.MDB or any .BUF extension files.

If you see the program distributed in any other format, please notify
the author at the address found in PAYMENT/REGISTRATION.


.TOPIC:
How Points Are Calculated

How Points Are Calculated
-------------------------
This program calculates points in the following manner:

Situation 1 - Both Players are Present

The program finds the difference between the two opponents 
handicaps.  It takes that number and subtracts one from 
the high handicap player's hole scores (for point calculations only)
in the order of hole Difficulty.  It then compares the players' scores
on each hole.  The Player with the low score for a given hole is 
awarded the number of Points defined in the Configuration Points per Hole.
If there is a tie on a hole, the points are split between the two teams.

When all of the rounds are processed the program then looks at combined
team net scores.  The team with the lowest score is awarded the number
of points defined in the Configuration Points Per Team.

Situation 2 - One Player couldn't make it but found a sub....

The same as Situation 1.  No Penalty for finding a sub.

Situation 3 - One Player couldn't make it and didn't get a substitute...

In this instance the program will adjust the present player's handicap
to a 100% handicap and have them play the course.  What this means is
if your league uses a 75% handicap, the player's handicap will be adjusted
up for that week only (for scoring purposes only...actual handicap is
not affected) and the player will then be trying to beat par on each hole.  

The course par will be added to the team's net total with the missing
player and will be used in the comparison for low net for team points.
The One hundred percent handicap will be used for the player who played
the course on the other team.  If the team with two players wins, they 
are awarded the Team Points.  If the One player team wins low net, they 
may only win half of the Team Points.

Also, if you have the Penalty for No Show set, on the Configuration 
screen, the team with the missing player is penalized that number of 
points for each missing player.

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How Handicaps Are Calculated

How Handicaps Are Calculated
----------------------------
Handicap calculations can vary greatly depending on how you have
your Configuration set.  You can use up to 20 rounds in your 
handicap calculations.  You can drop any number of high and low
scores you want and set a cap (highest number of strokes allowed to
apply toward handicap calculation) for a hole.

Basically, this is how the calculation works:

The program figures the difference between gross and par for the
current week.  If there is a cap set in the Configuration and the
player has scored higher than the cap, the difference is lowered by  
the difference between hole score and cap.  That number is then 
multiplied by the percentage declared in your Configuration and 
stored in history.

The new handicap is then calculated based on the number of rounds
you have declared in the Configuration (1 to 20).  High and low scores
are then dropped based again on the two values set in the configuration.
(ie...if High Drop is set to two and low drop is set to one, two of
the highest scores will be dropped as will one of the low scores.)
This number is then averaged and stored as your new handicap.

Note:  If you are using high and low score dropping, they will not 
       be dropped until the player has completed the number of
       rounds declared in your Configuration.  Until then it is 
       a straight average.

Also, the number of rounds entered on the Configuration is a total number.
When you have that number set to eight, the High Drop set to two, and 
the Low Drop set to One...Only five scores will be used in the 
average. 

One more note:  If a player scores a less than par score a zero is 
                applied toward his handicap (not a negative amount).

.TOPIC:
DataBase Errors

DataBase Errors
---------------
Although this rarely happens it is important that you read this 
before using this program.  This program uses databases and they 
can get corrupted if the power goes out on your PC in the middle 
of updating info.

Now, I have good news and bad news.  The good news is that QKGOLF
automatically performs a backup for you...so you can never lose  
much.  The Bad news is, that when there is a database problem, 
the program bombs and you can't get in to restore the files.  
What you should do in this case is.....

ERASE QKGOLF.MDB when you are in your QKGOLF directory.  This
will totally wipe out your database, but the backups will still
exist.  You can then return to the UTILITIES menu and select the
Restore Files option.  Pick the Latest and you should be back to
just BEFORE you processed the last round.  Make sure you process
that round again.

.TOPIC:
Program OverView

Program OverView
----------------
There are Basically Four Sets of Data that you should know about
when dealing with the QkGolf Program; Players, Teams, Courses,
and rounds. 

The first thing that you will have to do when setting up the program
is to enter the Teams.  Each Team will have a team ID which is a number
ranging from 1 to 99.  If you have ten teams on your league, you should
probably use 1 through 10.  Enter the Teams by selecting the FILES main
menu selection and selecting Teams.  You can do this by holding down 
the <Alt> key and pressing F and then T or by pointing with the mouse 
and clicking.

Enter the information, Team-ID, Team Name, and points.  (Points will be
zero if you are setting this program up before the season begins.)

The next Thing that you should do is make sure that you know which players
are assigned to which Teams.  If you don't have a report with this 
information, you can recall teams by leaving the teams screen open and
going to the players screen.  Using this method, you can switch back and
forth between the teams and players screen by a click of the mouse.  
If you do prefer a hard-copy of this information, you may go to the
Generate Reports option (Alt-G) and press T for Teams.  Use the Report
Editor and Printer for Printing this file.  TEAMS.FIL.

With your team list handy, you are now ready to enter your Players.
On the Player screen (Alt-F and P) fill out the information.  And 
select the Add Command (Alt-A).  If you are loading a Substitute 
Leave the Team Field Blank or enter 0.  A substitute's team will
be defined when the round is entered since they may play on many
different teams.

You then can enter the Courses that your league will be playing on.
To do this go to the Courses screen and fill in the information.  
Par would be the par listed on the score card, and handicap is the
difficulty of the hole.  1 being the most difficult and nine being
the easiest.  This information may also be found on the score cards.
Sometimes the handicap is based on eighteen holes, in this case you
would just change the lowest handicap to 1, the next to 2, the next
to 3, etc.

Check the Configuration for handicap calculation setup as well as
setting how points will be awarded.  

You are now ready to enter rounds.  See the Round Entry Portion of the
help screen for information on this.

When the Rounds have been Entered you will select the Process Rounds
Option. (Alt-R then P)  It is at this point that all of the team's points 
get updated, and the player's handicaps as well.  A backup is 
automatically saved and may be restored if a problem is found at a 
later time.  Lastly, all of the Entered Round Information is Cleared.

You can then go to the Generate Reports Option on the Main menu and
select Last Round Stats.  This will print a report placing the teams
in order of points and information on their last round as well.

When you're ready to produce the schedule for the following week, you
can go to Generate Reports and select Schedule.  This will allow you
to print the players new handicaps as well as a schedule for the
upcoming (and even following if you would like) week's matches.  The
Lowest handicap is assigned to play the lowest handicap on this report.

This is a Basic overview of how the program works.  The initial
entry may be a bit of a burdon, but once that has been completed
I think you'll agree that QkGolf is one of the Least PainFul 
Scoring Programs Out there.  Good Luck.


.TOPIC:
Files

Files
-----
This menu option gives you access to the various editable
database information; Players, Courses, and Teams.

.TOPIC:
Players

Players
-------

The Player Screen Allows You to Add, Delete, and Update
the player information for your league.  The main Thrust
of your experience with this screen will be when you are
first entering the initial data on your league.  After that
you will only need to return to this screen when a new sub
plays on your league...or at the beginning of the following
season when new players will be joining.

Additional Topics are:

      Player Name    Player Phone     Handicap
      Player's Team   Subs            Addresses 
      Stats

.TOPIC:
Stats

Statistics                            Edit File: PLAYSTAT.PRT
----------
This command will allow you to view some information on the player's
history.  You also can load a report for a group of players from this
screen by answering yes to the "Do You Want To Add To Report File?"
query.  Every time you answer yes to this prompt the statistics that
you are currently viewing will be appended to a file called 
PLAYSTAT.PRT which you can view and print in your editor.  This file
is reset every time you enter the Player Screen.
.TOPIC:
Player Name

Player Name
------------
Enter the Name of the Player that you are entering.  This
is a freeform field so you may enter any name you wish in this
field as long as you know who it is.  ie.  If you're going to
call John Franklin "Spunky", you'd better be prepared to remember
that.  I find it easiest to use the proper first and last names
of the league members.

.TOPIC:
Player Phone

Player Phone
-------------
Enter the Phone Number of the Player.  This is for informational
purposes only and will appear on a couple of the reports.

.TOPIC:
handicap

handicap
--------
Enter the Handicap of the Player.  Once you enter this the
program will ask you if this is an established handicap. What
this is asking is, should I distribute the handicap through
This Player's handicap history.  ie.  If you enter 4.5 in the
handicap field you calculate handicaps based on the last five
weeks, it is necessary to enter the 4.5 handicap in each of the
players five historical rounds so that when he/she golf's next
time the handicap will be based on 4.5, 4.5, 4.5, 4.5, and the
Player's new score.

If you would like the player to establish his handicap answer
no to this prompt.  Then, the program will ask how many rounds
to base the handicap on.  If you answer three, for instance, history
will be updated for the last three rounds (as if they scored that
handicap three weeks in a row).

.TOPIC:
Player's Team

Player's Team
--------------
The players team should be a number that corresponds to the
The Player's team ID (entered on the Team Screen)  This should
be a simple integer.  I find it is best when I have ten teams
on my league to set up the team ID's 1-10.  If the player is
not on a team, he is probably a sub....see Subs.

.TOPIC:
Addresses

Addresses
---------
The Address 1, Address2, City, State, and ZipCode information
are for the label generator portion of the program.  If you 
have the information available and would like to generate
Labels, this information should be filled in.  It is not necessary
to have this information available for the program to function however.

.TOPIC:
Subs

Substitute players
-------------------
These players should be entered the same as any other league
member except that their team number should be entered as 0.


.TOPIC:
Courses

Courses
-------
The courses screen allows you to enter in the courses that your
league will be playing on.  Information entered on a given course
is limited, you need only know the Name of the nine (usually
something like Gold Nine), par for each of the holes, and the
handicap ranking on each of the holes...all may be found on any
scorecard.

Related Topics:  Course Name  Course Par   Course Handicap

.TOPIC:
Course Name

Course Name
-----------
This should be the name of the nine that you are entering.  This
need not be an official name of any sort, just so you know the
nine to which it pertains.  (Red Nine, East Nine, or something to
that effect is fine.)

.TOPIC:
Course par

Course par
----------
The par for each of the holes should be added at this point.  This
will be a number from 3 to 5.

.TOPIC:
Course handicap

Course handicap
---------------
Each hole will have a difficulty rating linked to it on the score
cards.  If the nine that you are entering in happens to be half of
an eighteen hole course, these numbers will most likely range from
one to eighteen.  You should enter these numbers converting the 
smallest to one, the next to two, etc.   

If you don't have all integers from one to nine, the program will
inform you of this and let you change them.

.TOPIC:
Teams

Teams
-----
The Team Screen allows you to enter information on each of the teams
in your league.  The information consists of the Team ID. (a number
from 1 to 99), the Team Name, and the number of points.  If you are
starting this program at the beginning of a season, the points will
be zero.

You may enter a new team by entering the team number (1 to 99) in the
first field.  When you press the tab key, if the team already has been
entered, the information on the team will fill in the remaining fields.
If not you may continue entering the information and select the Add
Option (Alt-A) to add the new team.

You may also select a team by clicking on the team Name on the
List Box Provided.

Related Topics:  Team ID  Team Name  Points

.TOPIC:
Team ID

Team ID
-------
This must be a number from 1 to 99.  This helps designate the team.
Many Leagues have just numbers for Teams and many have names, in
either case, this field is maintained to allow easy entry on the
Schedule Screen.

.TOPIC:
Team Name

Team Name
----------
This is the name of the team.  If the team doesn't have a name,
you may enter in something profound like, Team One.  Whatever you
want, as long as it isn't blank.  I still must stress that the more
logical you make these names, the easier it is to score.

If your league doesn't have team names, the best method I've found
that keeps me from having to consult some separate sheet of paper, is
to use the last names of the players for the team name.  (My team
name in the White & White League was Overly and Krause.)

.TOPIC:
Points

Points
------
The points field will only be used if you are beginning in the middle
of the season or if you have been using the program and you have
reached the end of the season (then you will have to zero the points).

Otherwise, do not touch these fields.  The team points and scores are
maintained when the Process Rounds Option is selected.

.TOPIC:
Rounds

Rounds 
------
From this menu option you may select to Enter or Process the
Round for the Week.

Related Topics: Round Entry Process Rounds   
.TOPIC:
Round Entry

Round Entry
----------------
One of the most difficult things to do when you're doing the scoring
is to enter the rounds....with any other program that is.  Once you
get used to the shortcuts built into this program, you should be able
to enter your league scores in under ten minutes.  The information
entered is as follows:

The Players' Names    The Scores   The Course Name

Also, A couple of things that you should know about the rest of
the screen:  New and Old Options  The Clear Command
             The Reset Command

.TOPIC:
The players' Names

The players' Names
------------------
The first step in entering the scores is to define the players.  You
may do this in a couple of ways.  If you select using the mouse and
the List Boxes provided, you need only click on a name to have it
appear in the Player or Opponent Field.  After doing so you will be
set up in the QuickScore Field in which you may enter The Scores.

You also may opt to type in the first couple of characters of the
players name.  As soon as the computer can narrow down the choices
to one player based on what you are typing, it will fill in the
Player or Opponent Field the rest of the way for you and take you
to the QuickScore field.  If you have typed too many characters, the
computer won't accept the remaining characters.  It will just beep at
you to notify you that the player has been found.

If you enter in as match between two players you may also notice that
their team mates are automatically highlighted in the List Box.  This
allows you to use the method of Tab-Enter to select that player if they
are the next to enter.  When you press Tab you will be moved from the
name field to the List Box and pressing enter will select that player.

.TOPIC:
The scores

The scores
----------
The Players scores may be entered in each of the seperate fields for
holes or you may use the the Quick Score Field.  This is very handy
once you get the knack of it.

If the player you're scoring managed to stay under ten on all of the
holes.........they're better at golf than I am.........and also, you
can enter their score in nine easy keystrokes.  Just enter the numbers
in right next to eachother like this: 456546548.  When you reach the
ninth entry, the computer will take these scores and send them to the
proper score fields.

If the player did get 10 or more, don't worry....entry is still
relatively simple.  Let's say the player got a 12 on the third hole,
you could enter 45 776754.  (Leaving a space in the third slot).  When
you do this and reach the ninth digit, the computer will drop you
into the third slot and wait for an entry.  Once you have done that, it
will procede on to the total.  (If you had left to spaces in there,
the computer would accept both entries before proceding to the total)

The total field is a double check to make sure that your entry and
the players math are correct.  Enter the total that the players
calculated on their card in this field.  If the scores you entered
add up to the total, there's no problem.  If they don't, the program
will notify you and tell you the correct total, when you press the
<Add> or <Update> buttons.  This way you can check your entry and then
check the players math.

.TOPIC:
New and Old Options

New and Old Options
-------------------
There are two modes you may work with on the Round Entry screen.  
The New Option will Add New Matches to the current round and 
remove those players from the lists above as they are added.

The Old Option is Basically the opposite.  When you would like to
edit a match that has already been entered, select the old option.
This will change the List Boxes to the Players that have already
had their round entered.  When you select one of these players, 
their opponent is automatically found and displayed in the Opponent
side of the Screen.  If the wrong two players were declared as
opponents, you can break the link by selecting the Delete Button.  
This will remove the round and return the Players to the New
Round Entry.

.TOPIC:
The Clear Command

The Clear Command
-----------------
This command button will clear the entire round.  If you select this
command, you will asked to verify that you really want to perform
this function.

.TOPIC:
The Reset Command

The Reset Command
-----------------
This command button will clear the match that is currently being entered.
It basically is a short cut to return you to the Player Name field, so
that you can start over on the entry.


.TOPIC:
Process Rounds

Process Rounds
-----------------
You should select the Processing Rounds option on the Main Menu only
when you have entered the current round completely.  This action will
do a couple of things.

First, It will check the entries you have made to verify that you have
entered everything properly.  If you have entered a player or team that
has since been deleted, you will be told with a Message "Player
Incompatability", "Team Incompatability".  If you do receive this message
you should clear the round and begin again.  Again.  This should only
happen if you delete a player.  Note:  A new I.D. is assigned to a player
everytime you press the ADD command button on the Player Screen.  So, if
you deleted a player, but added him again using the same name, this could
be the cause of the problem.

The next function that the Processing Rounds option performs is to back
up the round data.  This is totally invisible to you but will allow 
you to restore your files to the point before processing if you find 
later that you've made an error.  This is done from the Utilities Option 
Restore Files on the Main Menu.

Once this has been accomplished, the number of players that are entered
for each team is checked.  If there are less <or more> than two playing
for a team, a warning will display.  If this is valid (a player didn't
show and no sub could be found) you may select OK and continue with
processing.  If not, you may select NO and processing will not happen.
You may then go back and edit the rounds.

Then the program will calculate the rounds and update the team points.

And Finally, the round is cleared for the next week.

It is at this point that you will want to generate your round
statistics and schedule for the next week.

.TOPIC:
Generate Reports

Generate Reports
----------------
This Main Menu option allows you to select the report that you
would like to generate.

Related Topics: 

         Last Round Stats     Schedule           Player Report
         Team Report          Handicap Report    Labels
                
.TOPIC:
Last Round Stats

Last Round Statistics             EDIT FILE: STATS.PRT
----------------------
This report should be generated after a round is processed.
It Lists the Teams in order of Points (Highest First) as well
as the Scores and Handicaps for each players last round.  If
a Substitute golfed for a team member, his name will replace
the person for which he substituted.

.TOPIC:
Schedule

Schedule Report                 EDIT FILE: SCHEDULE.PRT
----------------
This Option should be selected to produce Next Weeks Schedule.
When you select this option a screen with a blank double list
will appear.   On the opposite side of the form, another list
with all of the Teams will Appear.

To generate the report, you should:

Enter the Team numbers that will be playing against each other in
the upper two fields.  Each time you tab to the next field, the 
team will be added to the list below and subtracted from the
Total Team List.

If you have a mouse you may click on the team you'd like to select
on the total team list and then click on the column in which you 
would like the team entered.

When you have the schedule as you would like it, press process teams.
This will generate a listing of the Players on each of the opposing
teams in the order in which you've entered.  The Highest handicapped
player will be opposing the other teams highest handicapped player.

You may also repeat the process a second time (without leaving the
screen) and this will generate two lists on one report....One titled
This Week and One titled "Next Week".  

When you press the Sub command button a substitute listing is added
to the report.  On a Ten Team League, This Week and Next Week's 
schedule as well as a sizable substitute listing WILL fit on one
page.

.TOPIC:
Player Report

Player Report                  EDIT FILE: PLAYERS.PRT
--------------
This report will generate an alphabetical listing of all of the 
players, their handicaps, and their teams.  


.TOPIC:
Handicap Report

Handicap Report                EDIT FILE: HANDICAP.PRT
---------------
Produces the players' history information to help you figure out how
a handicap was calculated.  Also, you may want to look at HANDCALC.PRT
which is automatically generated when players' handicaps are being 
altered at round process time.

.TOPIC:
Team Report

Team Report                      EDIT FILE: TEAMS.PRT
-----------
Will Produce a listing of the Teams as they currently stand.

.TOPIC:
Report Editor and Print Utility

Report Editor and Print Utility
-------------------------------
This is a simple editor that allows you to load in the report
that you wish to view or edit.  You also can print the text
that is in the Edit Screen by selecting the Print Option.

To Load a New report enter the file in the text window, or 
use the list to select a file.  If you enter an * in the
File text box followed by an extension, and then press the Load
Command, you can change the list to a different set of files.
If you enter *.TXT in the File Text Box, all files with the 
Txt extension will display in the File List.

If you would like to merge two reports together, you can Load
the first report and then enter the second in the File Text Box and
press the Add option.  The second report will be added to the end
of the first.

To Delete a File, enter the report in the File Text Box and select
the delete option.

To Clear the Edit Window you can select the Clear Command.

Note:  If a page advance (form feed) character is found in the
       file, the text [PAGE] will display in your Display Window. 
       You may also type this and when you print the text, the
       paper will advance to the next page.
.TOPIC:
Labels

Labels                                 EDIT FILE: LABELS.PRT
------
A simple Label Generator has been included to allow you to prepare
mailings from within the program.  The format of your labels may be
edited from the Configuration screen.

The label length defines how many lines are printed on each label.  
For a standard sized one inch label using standard print, you would 
probably choose 6 lines assuming you're printing six lines per inch.

The label width is primarily used when you have two or three up labels 
(labels side by side).  It would be the number of characters that
print from the beginning of one label to the beginning of the next.
If you are printing 10 characters per inch (cpi) and have three and
a half inch labels, you would set this to thirty-five.

You may choose the players to print labels for by selecting (using
double click or point and enter) on the unused box.  This will transfer
the name to the Label Print Select box and vice versa to unselect.

You also can select all of the Regular Players (Players on Teams) by
choosing the command button at the bottom of your screen.  Same goes
for the Substitutes.  You also can use the All Players command button
to select everyone on your golf league.

Note:  You can print multiple labels for a single person by selecting
       them or their command button twice.  

On the Label Selection screen, you also can select a number of test
labels.  This is to allow you to check the alignment on your printer
when you actually go to print the Labels on the Edit Screen.  If you
don't want any test labels, you should set this to zero.


.TOPIC:
Utilities

Utilities
---------
The Utilities Option on the Main Menu gives you access to seldom
used commands.

Related Topics:  Restore Files  Configuration   Memory
                 Screen Control

.TOPIC:
Restore Files

Restore Files
-------------
There may be times when you find that you have made an error in 
the scoring after you have processed the rounds.  A backup of the
database is automatically generated when you Process a Round.  If 
you do find that you've made an error, you should go to the Restore
Files option on the Utility List on the Main Menu.  Select the date 
and time combination that matches the date that you Processed the
bad round and click on the OK command button or press <Enter>.

Note: All team points will be backed up to the point just before you
      processed the round.  If you go back farther than the last round
      processed, you will have to re-enter all of the following rounds
      again.

.TOPIC:
Screen Control

Screen Control
--------------
This screen allows you to change the look of your QkGolf Environment.
If the Default BackGround Color of Blue doesn't suit your mood, you
can change it.  If you would like to make the background a bunch of
smiley faces, you can do that too.  If you would like to change the   
color of the print on the Control Buttons, this is an option too.

Experiment with this and find the environment that best suits you.
If you mess things up too much you can always return to the default
settings by pressing the Default Command Button.

.TOPIC:
Payment/Registration

Payment and Registration    (also see Legal Information)
------------------------
They say "nothing in life is free", and unfortunately this program
is no different.  Many hours of work went into creating a program
that would give you the Fastest Round Entry Possible.  If you 
don't like this program or it just doesn't suit your league, no
problem.  Just delete the program and I hope you find a good one.

If you do like the program and will be using it, I humbly request
that you send a check for $30.00, with the registration code and
your return address, to the address below.  When I receive your 
registration fee, I will immediately return a validation code
which you in turn should IMMEDIATELY enter on the Configuration 
screen.  

You might ask, "Why should I?"  Well I'm glad you asked.
This program will not work forever without the validation code.  
Once the program "senses" that you've been using it for quite a 
while (Say about half the golf season), it will erase its files 
and you will suddenly find your league back to the beginning of 
the season.

There will be some warning messages.  Hopefully you will send in the
registration before those start coming up.  If they do start  
appearing, you'd better hurry.

Send your Registration Code and Check along with your address to:

               Richard Krause
               1745 52nd Street SE
               Kentwood MI 49508

Note: You may copy this program and give it to your friends as long
      as it is in the same format that you received it.  ie. Copying 
      the program with the Validation Code is a definite No-No.  

.TOPIC:
Memory

Memory
------
This option on the utilities screen is an informational screen only.
It informs you how much free space you have left in memory while 
running this program.



.TOPIC:
Configuration
Configuration Screen
---------------------
This is the control center for the QKGOLF program.  You should always
check this screen before you begin the season.  There are many 
parameters that must be filled in before you can begin defining
how your league's scoring system works.  The good news, however, is
that once you have entered the information on the configuration 
screen, you are pretty much done with it and will never have to look
at it again.

    League Name          Points Per Hole       Points Per Match 
    Rounds Per Handicap  Handicap Percent      High Drop 
    Low Drop             Registration Code     No-Show Penalty 
    BackUps Retained     Print Lines Per Page  Validation Code  
    Label Length         Label Width           Label Columns
    Handicap Cap 

.TOPIC:
League Name

League Name
------------
The Name of your Golf League.  This will appear on the top of all
reports.

.TOPIC:
Points Per Hole

Points Per Hole               Default: 2
----------------
The number of points a player will receive for winning a hole.  That
is to have a net score lower than that of his opponent.  In the case
of a tie, these points are split.

.TOPIC:
Points Per Match

Points Per Match              Default: 4
-----------------
The number of points that a team will receive for having a lower net
score than that of their opponent.

.TOPIC:
Rounds Per Handicap

Rounds Per Handicap              Default: 5
-------------------              
The total number of rounds that should be used in calculating a
player's handicap.  If your league drops high or low scores, you 
should enter in the total number of weeks that the program should
base its calculations on.  ie.  If you're league has 10 in Rounds
Per Handicap and drops high and low score, eight rounds will be
used in the calculation.

.TOPIC:
Handicap Percent

Handicap Percent                   Default: 80
-----------------
The percentage (not decimal) that your league uses in calculating
the handicap.

.TOPIC:
High Drop

High Drop
---------
The number of high scoring rounds that should be dropped when 
calculating the handicap.  Note:  In this case, "high" does not
mean good score....just the opposite.

.TOPIC:
Low Drop

Low Drop
---------
The Number of Low Scoring rounds that are to be dropped when
calculating the handicap.  Note: In this case, "Low" being a
good score.

.TOPIC:
Registration Code

Registration Code               Generated By QKGOLF
------------------
This is a generated code that you should include with your payment
so that a validation code might be sent.  This will give you 
unlimited use of this program.

.TOPIC:
No-Show Penalty

No-Show Penalty                  Default: 0
---------------
The number of points that a team will be penalized not showing and
not finding a substitute.  

Note: This is only subtracted from the offending team.  There is 
      no bonus for their opposing team.  If a player doesn't have
      an opponent, he plays the course with a 100% handicap.

.TOPIC:
BackUps Retained

BackUps Retained                   Default: 10
----------------
The number of backups you want to save on disk.  (This eliminates
you having to worry about cleaning up your hard-drive after several
seasons.)

.TOPIC:
Print Lines Per Page

Print Lines Per Page                Default: 66
--------------------
The number of lines your printer prints.  On a dot-matrix printer this
will probably be 66 and on a laser, 60.

.TOPIC:
Validation Code

Validation Code
---------------
You should send your registration fee and Code along with your
address to the address found in Payment/Registration Help Text.  This
Registration Code is generated when QKGOLF when first run and, based
on this number, a Validation code will be calculated and returned to
you.  This code should be entered on this screen immediately upon
receipt. 

NOTE: Once you successfully enter in the proper validation code, leave 
      the configuration screen, and then return to the configuration 
      screen, this field should be locked out.  If this is not true, 
      please double check that you entered the validation code 
      properly.  If you've entered correctly, please contact me 
      immediately.

.TOPIC:
Label Length

Label Length
-------------
This is the number of lines that print on a single label.  If your 
printer prints six lines per inch and you have one inch height Labels 
you would set this number to six.  

.TOPIC:
Label Width

Label Width
-----------
This is the Width (number of columns) on a single label.  This setting
is important if you have a label sheet with more than one label side-
by-side (ie. Label Columns is set greater than one.)

.TOPIC:
Label Columns

Label Columns
-------------
This Setting defines how many Labels side-by-side are on the label
form that you will using.  If you look at your labels and there is
just one label under another, This should be set to one.  But if that
are multiple labels side-by-side, set this field to that number.
(Usually two or three.)
.TOPIC:
Handicap Cap

Handicap Cap                DEFAULT = 99 (basically no cap) 
------------                   
This field allows you to limit the number of strokes a player take
on a single hole when posting scores for their handicap.  This does
not change the Gross Score of the Player in any way.  It is only used
in the handicap calculation.  

ie.  If the cap is set to 9 and a player golfed a .... oh let's say....
     10 10 10 10 10 10 10 10 10 and 10.  Very consistant, huh?  
     The Player's score would be 90 (entry is done as normal).  If the
     player had a 3 handicap that week....his net would be 87 for 
     the nine.  The cap comes in when calculating the handicap for
     next week he would post an 81 instead of 90.  If the course was
     a par 36, the program would take 81 - 36 = 45 and multiply by
     the percentage used in your league.  

This field would be used if your league had a USGA type of handicap
calculation (which as of 1993 is.....complicated).  But it does use
this in the calculation.
.TOPIC:
Getting Around In The Program

Getting Around In The Program
-----------------------------
If you've windows before, you already know how to use the screens, but
if not, here are a few general tidbits of information:

List Box     A selection box with many options.  If you are on
             the list box you can click on an option (using 
             a mouse) or use the down arrows and press the
             <enter> key when you've reached the selection that
             you want.  You also can press the first letter of
             the option you want and the next occurence of an
             option beginning with that letter will be highlighted.

Text Box     A box in which you may enter Text.  Press <tab> to
             go to the Next field or <shift> and <tab> to go 
             back to the previous field.  Note: This doesn't 
             always work on the Round Entry Screen.

Keying       If you don't have the luxury of a mouse, don't get
             upset.  You can still use this program.  Use the
             tab keys to go from field to field and to the 
             List Boxes (Those are the windows with a bunch of 
             options in them).

Quick Keys:  When you see a letter that is highlighted on your active
             screen, you may execute that command from anywhere on 
             the screen by holding down the <Alt> key and pressing
             the letter that is highlighted.

Command      These are the little buttons at the bottom of some of 
Buttons      the screens.  When you move the mouse over these buttons                  
             and press the left mouse button you are selecting that
             option.

Minimize     On the top right edge of most of the screens is a 
Command      little down-arrow.  This will cause the window you are
             on to become a little box at the bottom of your screen.
             (It sort of stores it for later).  If you would like to
             bring it back, you can double click on it using the mouse.

Close        This is the little square on the very top left of most
Command      of the screens.  This will have the same affect as  
             pressing the Exit Command Button.  Just something different
             if you're feeling wild and carefree.

The Enter    When you are in a field with a border, the enter key
Key          will basically have the same effect as the <tab> key.
             But usually  you should use the tab key. You may also
             use the enter key to select an option on a List Box
             which actually acts like a double click with a mouse.

Double       Double click on a List Box selects the item that you
Click        click on and brings you to the next field.

General Note:If you've never used windows before, you might not know
             this but you can leave multiple windows open at one time.
             ie.  If you are entering a player on the Player Screen and
             don't remember what team he is on, you can go to the 
             Team Screen and look without exiting the Player Screen.  
             Then just click back on the Player Screen and you're 
             back in business.
             
.TOPIC:
Using Help

Selecting a Help link:
----------------------
With a mouse - click on phrases outlined by two triangles.
With the keyboard - Press TAB or Shift-TAB to select a link.
   Press ENTER to jump to that topic.

Scrolling the Help window:
--------------------------
With a mouse - click on the horizontal or vertical scroll
   bars.
With the keyboard - press the cursor navigation keys.

Closing the Help window:
------------------------
With a mouse - double click on the window's control box icon.
With the keyboard - press Ctrl-F4.

command buttons:
----------------
Applications may use one or more of the following command
buttons.  Use a mouse to click a button or press the letter
mentioned below.

Contents - displays a table of contents for the application's
   Help.  Press C to select Contents.

Search -  opens a dialog box that lists all available Help
   topics.  Select a topic from the list box and press ENTER.
   Press S to select Search.

Back - jumps to the last Help topic viewed. Press B to select
    Back.

History - lists the last 20 Help topics viewed.  Jump to a
    topic by selecting from the list box and pressing ENTER.
    Press T to select History.

Copy - Copies the contents of the current Help topic into
   an edit area.  Select the text you want copied to the
   Clipboard and choose Copy.  Choosing Copy without selecting
   any text in the edit area copies the entire Help topic to
   the Clipboard.
   Press P to select Copy.
