Master Type Contents ONE GENERAL INSTRUCTIONS 5 Required Equipment 5 Backing Up Your Program Disk 6 Loading the Program 6 TWO CONTROLLING MASTERTYPE AND THE TRAINING GROUND 7 THREE GETTING SET--THE MASTERTYPE LESSONS 10 FOUR GETTING READY--COME TO THE TRAINING GROUND 14 FIVE READY FOR ACTION? THEN LET'S PLAY MASTERTYPE! 24 Playing the Game--The Control Panel 24 Game Rules 26 Creating Your Own Lessons 29 Index 31 3 ONE GENERAL INSTRUCTIONS Welcome to New Improved MasterType for the Amiga, a typing instruction game in which letters, numbers, and words are your enemy and are trying to destroy your spaceship. Fortunately, you have help in this battle--from the legendary figure of the MasterType. REQUIRED EQUIPMENT For the game you will need: 1. An Amiga with a minimum of 512K of memory and one disk drive. 2. An Amiga color monitor. 5 BACKING UP YOUR PROGRAM DISK Your MasterType disk is not copy-protected. To make a backup of it, use the DISKCOPY utility on your Workbench. However, copying MasterType for purposes other than making your own backup copies (such as to sell, give to someone else, or distribute within schools or clubs) is against the law. LOADING THE PROGRAM 1. Boot up your Amiga Kickstart disk and then insert your Workbench disk when prompted. 2. Remove the Workbench disk and insert your MasterType disk into the drive, label side up. 3. You will see the MasterType disk icon in the upper right-hand corner of your screen. Double click on it. You can also get into the program from the command line interpreter by typing the file names MT for the MasterType Game and TG for Training Ground. 4. You will see the MasterType window open up, with two icons inside: one for Training Ground, which will have the name TG under it, and one for the MasterType Game, which will have MT under it. Double click on the one you want. Both games have a "quit" function which will take you back to this window, so you can switch options anytime you want. If you are a novice at typing, you may want to use the Training Ground exercises before beginning to play the MasterType Game. When to use the different options in the MasterType Game and the Training Ground is discussed in the chapter on the Training Ground. For now, before deciding what to play first, we suggest you go to the next chapter and learn how to operate the controls of MasterType. 6 TWO CONTROLLING MASTERTYPE AND THE TRAINING GROUND Although MasterType is a "typing game" and tied to the keyboard, you will get around primarily by way of your mouse. The Amiga mouse is a two button mouse, but all of your clicking will be done with the left button. There are several different kinds of objects on the control panels and option screens you will encounter: Action Take you to the option indicated on them. The Buttons most common action buttons are: PLAY Play - allows you to begin whatever option you have chosen. HELP Help - takes you to a series of help screens on your option. 7 QUIT Quit - usually takes you back one level to the previous control panel or option choice. O.K. OK - is used to indicate that you are satisfied with the lesson you have chosen on the Lesson Choice Page, or after you have read the instructions to the lesson. CANCEL Cancel - the opposite of OK, and will take you back to a control panel. Exit Help - go back to where you were when you asked for help. Options These look like a button with an "X" next to it. The MasterType Game Control Panel and the Skill Commander Test Control Panel have options you can customize; X Beginner for example, you can play the MasterType Game in Shift Key Beginner Mode or Commander Mode (these will be X Sound explained later) by turning on one of these options on the control panel. Activating an option marks it with an "X"; the option is deactivated by clicking on it again (the "X" will disappear). Speed These look like big right and left arrowheads with Controls a window in the middle, and the letters WPM (for words per minute) appearing over it. The right WPM and left arrowheads control the speed. Clicking on << 15 >> the right arrow will increase your speed, and clicking on the left arrow will decrease your speed. If you hold the mouse down, the speedometer will accelerate. When you are in the MasterType Game itself or any of the Training Ground options, you will have your hands on the keyboard. So you won't have to take your hands off the keyboard and reposition them, the controls you need while on these pages are available from the keyboard. 8 ESC The ESC key lets you leave any game or exercise page and return to its Control Panel. RETURN The RETURN key is used between waves of the MasterType Game to signal your readiness to continue. HELP The HELP key (not to be confused with a picture of a help button, although they perform the same function) is used while working on the Training Ground options to request help. 9 THREE GETTING SET - THE MASTERTYPE LESSONS Whether you are learning new skills or are an experienced typist fine-tuning your particular skills, you need to understand the lessons available to you in New Improved MasterType. The lessons are the heart of both the Training Ground and the MasterType Game itself. They control how easy or hard a game or drill is and which fingers are being used. The standard MasterType lessons are designed to take you through a progression from the first keys you need to learn to the last. When you choose a lesson in MasterType, you will see the following information. 1-3 HOME ROW 4-5 QWERTY ROW 6-8 QWERTY & BOTTOM ROWS 9-13 WORDS USING ALL LETTERS 14-17 NUMBERS AND SYMBOLS 18 C PROGRAMMING LANGUAGE 10 This is the short version of the information you need to choose a lesson. The numbers here are lesson numbers (when you request lessons, they will have names like Lesson 1, Lesson 2, Lesson 3, etc.) Beside the numbers are brief descriptions of the contents of those lessons. Here is a more detailed explanation. LESSON 1 A S D F J K L ; make up what is called in typing "the home row." Your fingers rest on these keys; your left hand on the A S D F keys, and your right hand on the J K L ; keys. Your thumb is used to press the Spacebar. Use whichever thumb is more comfortable; most right handed people use their right thumb. These keys are the basis for all typing; you have to be able to type the home row without looking to be a really good typist. LESSON 2 One-, two-, and three-letter words on the home row. These words will include the G and H keys, and also the ; key. You reach for the G key from the F, and you reach for the H key from the J. Remember after you move to the G or the H key or any other key to return your fingers to the home position. LESSON 3 Three-, four-, five-, six-, and seven-letter words on the home row. This is the final lesson on the home row alone. It is a good lesson to practice on for building up speed once you can find the home keys without looking. LESSON 4 Q W E R T Y U I O P is the top row of letters. These are reached by using the corresponding key from the home row - A to Q, S to W, D to E, F to R, F to T, J to Y, J to U, K to I, L to O, and ; to P. You will practice these top row keys and the reaches from the home row. 11 LESSON 5 Short words using the top row of letters and home row mixed. Remember to return your fingers "home" after each stretch to the third row. LESSON 6 Harder words on the home and top row of letters. A few words at the end of this lesson use the letters on the bottom row. LESSON 7 Z X C V B N M , . / are the bottom row of the keyboard. These are reached by using the corresponding key from the home row: A to Z, S to X, D to C, F to V, F to B, J to N, J to M, K to comma (,), L to period (.), and ; to slash (/). You will practice these bottom row keys and the reaches from the home row. LESSON 8 Moving from the home row to all the other rows except the number row. This lesson practices all of the letters on the keyboard. When you finish this, you will be ready for some real typing. LESSON 9 Three- and four-letter words using all the letters. Remember to type at a steady pace and always return to the home row. LESSON 10 Common five-letter words using all the letters. LESSON 11 Five- and six-letter words. LESSON 12 Six- and seven-letter words. LESSON 13 Eight- and nine-letter words. This is the last lesson with words alone. These longer words can be difficult, so take your time at first and build up speed gradually. 12 LESSON 14 1 2 3 4 5 6 7 8 9 0. Letters and the corresponding numbers in the "number row". Once again you use the corresponding key from the home row: A to 1, S to 2, D to 3, F to 4, F to 5, J to 6, J to 7, K to 8, L to 9, and ; to 0. LESSON 15 Three-, four-, and five-digit numbers. LESSON 16 Numbers, letters, and shifted symbols. LESSON 17 Difficult numbers and symbols. LESSON 18 Words in the C programming language. As you can see, the lessons build in intensity, first on the regular part of the keyboard and then in numbers and special symbols. Lesson 18 is a special lesson for programmers who want to sharpen their skills on those often typed C and DOS words. NOTE: Some lessons are difficult in both of the main Training Ground options. Timed Finger Practice and Word and Sentence Practice. In Timed Finger Practice, lessons 16 and 17 concentrate on abbreviations, decimals, and punctuation, such as periods, commas, semi-colons and slashes. In Word and Sentence Practice, the lessons 14-17 contain actual sentences. This guide to the lessons is an important part of using the MasterType Game. Timed Finger Practice, and Word and Sentence Practice in the Training Ground. Feel free to refer to it often to decide what to tackle next when learning how to type. 13 FOUR GETTING READY - COME TO THE TRAINING GROUND There is no right or wrong way to use the Training Ground and the MasterType Game. You have come to this program with a unique set of typing skills and deficiencies. Very few people are complete novices to keyboards. Training Ground focuses on several key essentials: which fingers to use for which keys; learning to type at a smooth, steady rhythm; practice in typing words and complete sentences; and testing your skill and reflexes on individual keys. If you really are a beginning typist, Training Ground is for you. Even if you have never used a keyboard before, you will soon feel at home with one. You will be surprised by the steady and fast progress you will make, from learning the location of the keys and which fingers to use with them to developing the kind of rhythm and flow that is essential to really fast typing. Training Ground will also prepare you for your battles in the MasterType Game. 14 Read over the descriptions of the four options in Training Ground and then look over the suggested uses at the end of this chapter. Then make your own decisions about how you will use the Training Ground. The Training Ground Option Page gives you the four activities to choose from: MasterType Fingering Chart Timed Finger Practice Word and Sentence Practice Training Ground Skill Test Click on any one of these action buttons to choose that option. There is also a Help button and a Quit button. The Help button will take you to the beginning of a help sentence about 14 pages long covering all the Training Ground options. On each help screen there will be a Next Page and Previous Page button as well as an Exit Help button. Use these to move through the help or to return to the program. MasterType Fingering Chart. When you select this, a keyboard with a pair of hands superimposed on it will appear on your screen, showing you the correct placement for your fingers. The fingers are on the HOME ROW (A S D F for the left hand and J K L ; for the right hand). When you have placed each finger on its proper key, press any key on that row and look at the screen. Now try pressing some of the other keys. Study the screen to learn which fingers to use with which keys. Study the screen to learn which fingers to use with which keys. Remember that to learn good typing you must not look down at your hands and you must return your fingers to the home row after each key press. NOTE: The fingering chart only includes the alphabet, ordinary punctuation such as comma, period, and semi-colon, and the 15 number keys. Shifted keys are not shown separately, nor are little used symbols such as {}, [], \ (backward slash), and the shifted symbols on the number keys. fingering for all shifted keys is the same as for their lower case equivalents; the MasterType Game itself will let you practice shifted keys. Not all the keyboard symbols will be shown on the screen. Timed Finger Practice. The purpose of Timed Finger Practice is to teach you to type at a steady, rhythmic speed. If you are an average typist, you will find this very frustrating at first. If you type for example, at 50 words per minute, what this probably means is that you type most letters faster than 50 words per minute and a few uncommon letters more slowly. In this option, type to type all the letters for a particular lesson at the same speed. Choose a speed that is about half of your measured typing speed to start, and pick 16 an early lesson with keys you are comfortable with. When you get the hang of it, gradually try harder lessons. You will see that this option, if practiced diligently, will develop smooth even typing on keys on which you are currently weak. When you click on Timed Finger Practice from the Options page, the next screen you will see is the Timed Finger Practice Control Panel. The panel will show you the current lesson (defaulted to Lesson 1 if you have not previously chosen a lesson), and the current speed. If you click on the Change Lesson button, you will go to the Lesson Choice Page. Remember that on this page you can choose any of the lessons that come with MasterType or any one you've created in the MasterType Game. Lessons you've created will be down at the bottom of the list. Remember to consult Chapter 2 to find the best lesson for you to work on. 17 Training Ground Skill Test. Knowing the keys without looking at your hands or having to "think" about what finger to use is at the heart of speedy, error-free typing. The skill test is designed to measure just how well, and at what speed, you "know" the keys. In this option, keys circle over two wizards, the wizard of the right hand, and the wizard of the left hand. As a key drops into position, it will either light up or pass by. If it lights up, try to press the key as fast as you can. If you do, it will be "zapped". If you press the "wrong" key, it will be scored as "missed"; if you don't try at all, it will be marked as "not tried" and you will lose twice as many points. When you select Training Ground Skill Test, you will come to the Skill Test Control Panel. The panel will display six options on the right; you must choose one of these options for your skill test. Home Row only Home Row and Top Row Home Row and Bottom Row Home Row and Number Row Letters and Punctuation only All Characters Make your choice based on which keys you are ready to be tested on. These categories roughly correspond to the lessons you have been working on. Then pick a speed appropriate to the option you picked, slower for harder options and faster for easier ones. Press the Play button to start the test. Scoring begins in the Skill Test as soon as you press the first key. At the end of a Skill Test you will be given information on how many letters were zapped, attempted, presented and missed. Remember, if a skill test isn't a challenge, you are playing at too low a speed. Move on to a harder option or a faster speed. You can press the ESC key off the Skill Test to go back to your Control 20 Panel, or press your HELP key for help pages specific to the Skill Test. The higher the speed you choose, the more points you get for each "zap". Of course, when you miss, you lose more points too. Here is how the scoring works: ---------------------------------------------------------------------------- (Words/Minute) Speed Hit Missed Not Tried ---------------------------------------------------------------------------- 4 100 -50 -100 6 120 -60 -120 8 140 -70 -140 10 160 -80 -160 12 180 -90 -180 14 200 -100 -200 16 300 -150 -300 18 400 -200 -400 20 500 -250 -500 25 600 -300 -600 30 700 -350 -700 35 800 -400 -800 40 900 -450 -900 45 1000 -500 -1000 50 1200 -600 -1200 60 1400 -700 -1400 70 1600 -800 -1600 80 1800 -900 -1800 90 2000 -1000 -2000 ---------------------------------------------------------------------------- Here are some suggested starting places for people with different skill levels. You can mix and match these options to fit your particular need. 21 For the Complete Novice: Begin in the Training Ground looking at the Fingering Chart. When you are comfortable on the home row, try out lessons 1-3 in Word and Sentence Practice. After mastering the home row keys, test yourself on the home row in the Skill Test. How fast can you do the Skill Test and still get a high score? Then move on to the ultimate test, the MasterType Game itself. For the Intermediate Typist: Most typists come with a variety of strengths and weaknesses. You can pinpoint these weaknesses in the Training Ground Skill Test. Try each row combination at a little more than half of your measured typing speed (if you need a way to measure your speed, use the measurement in World and Sentence Practice, but correct it by subtracting 5 words per minute for each error you make). For example, if you get around 50 words per minute in Word and Sentence Practice, try the Skill Test at half your measured speed. If not, you know you need more practice on these keys. See Chapter 2 in this manual to look up which lessons drill on the keys you need. Then you take your choice; either the Timed Finger Practice, or Word and Sentence Practice, or the MasterType Game. For the Experienced Typist: You probably know all the keys and should begin with one of the later lessons in the MasterType Game which practice words using all the letters of the keyboard. If you spot some particularly weak keys, you can come back to the Training Ground and try and practice them. A special challenge for good typists is to try out the Timed Finger Practice at a higher than comfortable speed to see where your weak keys are. 22 For the Person Who Primarily Wants to Have Fun: The MasterType Game is for you. If you are getting blown up too much there, try getting your speed up by practicing in the Skill Test. The Skill Test is fun if you play it at faster speeds. The MasterType Game and the Training Ground can accommodate all styles and speeds of typists. Use them to make your own customized typing world. 23 FIVE READY FOR ACTION? THEN LET'S PLAY MASTERTYPE! PLAYING THE GAME - THE CONTROL PANEL After you have double clicked on the MasterType Game icon from the MasterType Game window, and you have seen the title screen, you will see the MasterType Game Control Panel: The MasterType Game Control Panel is similar to all the other control panels, but it has the most features on it. Let's go over it in detail. The highlighted part of your Control Panel contains the three main action buttons you use to "operate" the MasterType Game. Play: Begin the game. Put your fingers on the home row, because the game will start within a few seconds of your clicking on Play. 24 Demo: Start a self-running demonstration of the MasterType Game. Quit: Return to the MasterType window on the Workbench. The four option buttons on the right-hand side of the panel give you four options for customizing your MasterType Game. Commander: Play the MasterType Game without seeing the words as you type them (for advanced players only). Beginner: Each "word" is only one letter long and you do not have to press the SPACEBAR between words. This option is particularly useful for Lesson 1 (which has only single letter words). Shift Key: Use this for practicing the Shift Key. If you choose this, you will have to type in upper and lower case in the game. This option is also for advanced players. 25 Sound: Use this to turn the sound on and off. You can make the sound louder or softer with the volume control on your monitor or amplifier. At the top of the panel is an area telling you the current lesson, and two buttons which will take you off to choose a different lesson (Choose Lesson) or make one of your own (Create Lesson). On the bottom left of the Control Panel is your speed control. The current speed in the MasterType Game tells you how fast you must type to keep the space invaders from blowing up your space station. Above the speed control, you have a Hall of Fame action button that will let you look at the records of the highest space ever for your disk on each lesson. You best scores will be saved on your disk, along with the date you set when you boot up. NOTE: If you have "write-protected" your MasterType disk, you will need to remove the write-protection for this feature to work. GAME RULES The object of the MasterType Game is to prevent the enemy from destroying your ship. Letters, words, punctuation marks, and/or symbols will appear in the four corners of the screen. These letters or words will shoot missiles, killer satellites, and atomic fireballs at you. You must quickly type in the letters before the missiles or fireballs reach you. If you type too slowly, the missiles will keep coming. When a missile successfully reaches your command ship, it will destroy one of the four shields. Shields protect your command ship. If a missile destroys one of your shields and then penetrates your command ship on that side, the ship will be destroyed and the "words" will win. 26 The game is divided into four "waves" of 10 words each, a total of forty words per game. In between waves you will be presented with your average speed, and other statistics. You will also be given an opportunity to increase your speed goal if your average speed is running significantly in excess of your goal. At the end of each way the following information will be presented to you: You have successfully completed Wave 1 Average Speed 65 Speed Goal 25 Press RETURN to Continue Press ESC for Control Panel If your speed is significantly above the goal, you will see this additional information: Your speed is well above the speed goal. Nice going! If you like, the program will increase your speed goal for you. Speed Goal 25 Proposed Goal 45 Press ESC for Control Panel Press F1 to retain initial goal Press RETURN to accept proposed goal. Here are some game rules and suggestions for playing: 1. You may type the letters or words you see on the screen in any order you wish, but your first priority should be to hit the 27 missiles that are most threatening to your command ship - the ones that are the closest. Next, try to get those missiles that are just starting toward you. If you blow up a missile when it is right next to the word itself, the explosion will hit the word and blow it up as well. This will give you a lot of extra bonus points. 2. If you are not in Beginner mode, you must press the SPACEBAR after typing each "word". This tells the program that you have finished. 3. If you make a typing mistake and fail to destroy the enemy missile on the first try, press the SPACEBAR and try again. Or you can correct your mistake by backspacing with the computer's BACKSPACE key (top row, right side) and retyping. 4. You must type the letters quickly in order to blow them up. If you type slowly, they will keep shooting at you. 5. To improve your scores you must change to higher speeds and move up in lesson difficulty. To change speeds or lessons, go to the MasterType Game Control Panel. 6. If you have typed faster than your speed goal, you will be offered the opportunity to adjust the speed the words come at you in each wave. This is a good opportunity to make the game more challenging. If you challenge yourself in this way and find the words are too fast for you, try the lesson again, but this time, don't accept the new proposed speed or type more slowly in the early waves of the lesson. 7. Don't leave the home row. Always begin typing with your fingers correctly placed on the home row keys (A S D F and J K L ;). 8. Put your best finger forward. To type accurately and quickly, you must not only press the correct key, you must also use the correct finger. 28 9. Try to use your shields to maximum advantage. You are allowed one hit on each side before your ship is destroyed. By sacrificing one or more shields you can get through the most difficult parts of the lesson. CREATING YOUR OWN LESSONS The MasterType program encourages you to create your own lessons. Parents and teachers find this feature especially useful for giving grade-school children practice with spelling words. Adults can create lists of commonly used words in areas of personal interest. To create a lesson, press the Create Lesson button on the MasterType Game Control Panel. This places you in the lesson-creation system. You will see three areas of the screen: a place to type the lesson name, a place to type the lesson introduction, and forty spaces for the forty words you need to make a lesson. You can move through using the RETURN key, or you can use your mouse to go to any particular word to enter or change it. To change the introduction, BACKSPACE and retype. 1. The box for the name of the lesson is on the top left of your screen. Make up a name that begins with a letter and has twelve or fewer characters in it. (Try to pick a "mnemonic" name, one that lets you remember what the lesson is about. For example, if you write a lesson for someone named Linda, you can name the lesson LINDA.) Now type the name and press RETURN. 2. The space for the introductory text is in the middle of the screen. There is room for you to type 10 lines of 40 characters each. You do not need to type something on each line. 29 3. Next, you need to type in the words you want to use in the lesson. Each lesson must contain forty words. Each word should be between 1 and 12 characters long and may contain no spaces, since MasterType uses a space to mark the end of a word. 4. Press the RETURN key after each word you type in. If you make a mistake in typing a word, you can use the computer's backspace or delete key to correct it. 5. When you have everything finished, click on the OK button. Your lesson will be saved on disk with the name you gave it. If you change your mind about creating a lesson, just click on the Cancel button. Remember, you can use the mouse to change any one of the forty words, the lesson name, or the introduction before saying OK or Cancel. To play a lesson you have created, you must first get to the Lessons Choice page from the Control Panel. (If you are in the middle of a game, hit ESC to go to the Control Panel). You will see the name of the lesson you created in with the standard MasterType lessons. All your lessons must be saved on the program disk. You cannot save lessons on a separate disk. 30 INDEX Action buttons, 7, 15, 24 Backspace key, 28, 29 Backup copies, 6 Beginner mode, 8, 25, 28 Bottom Row, 12, 20 programming words, 13 Cancel button, 8, 18, 30 Change Lesson button, 17 Choose Lesson, 26 Commander mode, 8, 25 Control Panel, 7-9, 17-21, 24-26, 28 Copy-protected, 6 Create Lesson, 26, 29-30 Demo, self-running, 25 DISKCOPY, 6 Equipment, for game, 5 Errors, 18, 19 recording, 19 ESC key, 9, 18, 20 Exit Help button, 8, 15 Experienced typist, 22 Fingering Chart, 15 Fun, playing for, 23 Game rules, 26-28 Hall of Fame button, 26 Help button, 7, 15, 19 HELP key, 9, 18, 21 Home Row, 11, 15, 28 mastering, 22 Intermediate typist, 22 Introductory text, 29 Kickstart disk, 6 Lesson Choice Panel, 17 Lessons, 11-13 changing, 16-18, 28 choosing, 10-11 contents of, 11-13 creating, 29-30 introduction, 29, 30 saving, 30 Lesson Choice, 30 Loading the program, 6 MasterType Game, 5 controlling, 7-9 options for customizing, 25 object of, 26 playing the game, 24 required equipment, 5 MasterType Game Control Panel, 24-25 options, 8 Mnemonic name, 29 MT (MasterType), 6 Name of lesson, 29 Next Page button, 15 Novice, typing, 6, 22 Number row, 13, 20 Numbers and symbols, 13, 16 OK button, 8, 18, 30 Option buttons, 8, 25 Options, 8 Play button, 7, 18, 20 Previous Page button, 15 Program disk backing up, 6 write-protected, 26 Programmers, lesson, 13 Quit button, 8, 15 Quit function, 6 QWERTY row, 11-12 RETURN key, 9, 27, 29 Rhythm, 18 Score, improving, 28 Scoring, Skill Test, 20 Sentence practice, 13, 18-19 Shift Key, 25 Skill Test Control Panel, options, 8, 20 Sound button, 26 Speed adjusting, 18 changing, 28 choosing, 16, 21 controlling, 8 steady, 16 Speed control, 8, 26 Speed goal, 27, 28 Spelling words, practice, 29 Starting places, skill levels, 21 Suggestions for playing, 27 Timed Finger Practice, 13, 15, 16-18, 22 Timed Finger Practice Control Panel, 17 TG (Training Ground), 6 Training Ground, 6, 14-23 controlling, 7-9 four options, 15 key essentials, 14 Top Row, 11, 20 Training Ground Skill Test, 15, 20 Typing accuracy, 28 Home Row, 11 mistakes in, 28, 30 weaknesses, 22 Typing rhythm, 14, 18 Typing speed, 19, 22 Typist beginning, 14 experienced, 22 intermediate, 22 novice, 6, 22 Write-protection, 26 Words commonly used, creating list of, 29 short, 12 using all letters, 12-13, 17 Words per minute (WPM), 8, 19 Words and Sentence Practice, 13, 15, 18-19 control panel, 19 Workbench disk, 6 31 ============================================================================ DOCS PROVIDED BY -+*+-THE SOUTHERN STAR-+*+- for M.A.A.D. ============================================================================