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8/9/2019 Match User Manual 2008
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User Manual for Match!, version 3.0
March 2008
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Table of Contents
1. Introduction.........................................................................................................................................................4
2. Exploring Match!................................................................................................................................................5
2.1. Functions.......................................................................................................................................................9
2.2. Data...............................................................................................................................................................9
2.3. Access-Reports........................................................................................................................................... .13
2.4. Excel-Reports..............................................................................................................................................14
2.5. Web-Reports............................................................................................................................................... .14
2.6. Queries........................................................................................................................................................14
3. Procedure tasks before start competiton........................................................................................................14
3.1. Step 1: Specify match details (yes/no).........................................................................................................14
3.2. Step 2: Include pictures in report (yes/no)..................................................................................................15
3.3. Step 3: Toto (gambling)..............................................................................................................................15
3.4. Step 4: Extra base data...............................................................................................................................16
3.5. Step 5: Print reports with match-schedule and group-scheme...................................................................16
4. Procedure tasks during competition................................................................................................................18
4.1. Step 1: Enter Lineups..................................................................................................................................18
4.2. Step 2: Enter match-results.........................................................................................................................18
4.3. Step 3: Generate rankings of players, subplayers and gamblers................................................................18
4.4. Step 4: Print reports with match-results and rankings...............................................................................20
4.5. Step 5: Run Queries....................................................................................................................................20
4.6. Step 6: Update current round.....................................................................................................................20
4.7. Step 7: Update current group-round...........................................................................................................21
4.8. Step 8: Generate matches for next group-round.........................................................................................21
4.9. Step 9: Print reports with new match-schedule..........................................................................................21
4.10. Step 10: Print report End Ranking Player................................................................................................21
5. Installation.........................................................................................................................................................22
6. Contact...............................................................................................................................................................25
7. Appendix 1: Definitions Match!.......................................................................................................................26
8. Appendix 2: Definitions MS Access and Databases.......................................................................................28
9. Appendix 3: Abbreviations...............................................................................................................................30
10. Appendix 4: Predicted match results for FIFA WC2006............................................................................31
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10.1. FIFA WC2006 demo-competition.............................................................................................................31
11. Appendix 5: Reports.......................................................................................................................................33
11.1. Group-scheme...........................................................................................................................................33
11.2. Match Schedule/Results per Group...........................................................................................................34
11.3. Virtual Match Schedule.............................................................................................................................35
11.4. Gamble Input Form...................................................................................................................................36
11.5. Match Schedule Matrix.............................................................................................................................37
11.6. Match Scheduler Calendar, location view.............................................................................................38
11.7. Match Scheduler Calendar, player view................................................................................................39
11.8. Match Schedule Time Table...................................................................................................................40
11.9. Group Ranking Players, global.................................................................................................................41
11.10. Group Ranking Players, detailed............................................................................................................42
11.11. Ranking Subplayers.................................................................................................................................43
11.12. Ranking Gamblers...................................................................................................................................44
11.13. Match Results Matrix..............................................................................................................................45
11.14. Lineup......................................................................................................................................................46
11.15. Match Results Details.............................................................................................................................47
11.16. Performance Subplayers of Player X, graph..........................................................................................48
11.17. End-ranking Players...............................................................................................................................49
12. Appendix 6 : Queries.......................................................................................................................................50
12.1. Competition Statistics................................................................................................................................50
12.2. Fairplay Ranking Players.........................................................................................................................51
12.3. Ranking Subplayers for Player X..............................................................................................................52
12.4. All stars team, global................................................................................................................................53
12.5. All stars team, detailed..............................................................................................................................54
12.6. Peformance Subplayers of Player X, table...............................................................................................55
12.7. Goals Time specification of Player X........................................................................................................55
13. Appendix 7 : Directory structure Match !....................................................................................................56
14. Appendix 8 : Gambling manual : how to fill gamble-form................................................................. .......58
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1. Introduction
This document is the user-manual of Match! 3.0, which is dedicated to UEFA 2008 EuroCupsoccer (EC2008). This manual is based on Match 2.0, which was made for FIFA 2006 WorldCup (WC2006). In this manual all examples refer to WC2006, but because the twotournaments are similair, Match! works the same for EC2008 and WC2006. The onlydifferences between EC2008 and WC2006 are:
EC2008 has fewer participating teams and fewer rounds (no 1/8 final-round)
EC has no match for the (end-)rank 3 and 4, only for rank 1 and 2
The demo-competition for EC2008 is 71, this has the results for all the matches (a simulationof EC2008). When you are going to use Match! for real, you should use competition 70.
For EC2008, we did not enter all the detail-data for a match (goals, referees, line-ups etc), butyou can see this is competiton 61, which has a simulation of WC2006. NB: To see this, youhave to download version 2 of Match, you cant see it in version 3, the EC2008-version.
For product-information about Match!, see the readme-file, or our website:
http://eigersoftware.tripod.com/
Match! is a standard application, which can be used for different kinds of sports. Theconsequence of this is that Match! sometimes uses its own abstract terms for concepts
which may have different names in sports A and sports B. Therefore its important that youfirst read par. 7 which gives definitions of all these terms.Translated to WC2006, the most important Match!-terms are:
player: a national team , e.g. Netherlands
sub-player: a person of a team, e.g. 'van Nistelrooy' (belongs to player Netherlands)
group: in the WC there are 8 groups, A-H, each with 4 players.
group-round: the 1st round of the WC is group-round 1, the 1/8-finals are group-round 2,the 1/4 finals are group-round 3 etc.
virtual match: a match in a final-round for which the players are not known yet, but areindicated by variables, like e.g. A1-B2 (match between winner of group A and nr.2 of
group B) virtual player: a player in a virtual match
Match! is a database-application build in MS Access. Although you dont have to know a lotof Access and databases to be able to use Match!, its necessary to have a basic understandingof it. If you dont, you should first read par. 8, which contains some important Access anddatabase terms.
This manual will first give a global description of the components of Match, like the GUI, thefunctions (which automate your tasks), the database and the output (reports and queries).Then a step-by-step procedure will be given of how you should work with Match!. Thisdescription is split in 2: first it will describe what you should do before the start of thecompetition, and then the things you should do during the competition are described.
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Because all the base-data (like groups, players and the match-schedule) for WC2006 havealready been entered by us, the way how to fill base-tables will not be explained in detail inthis manual, but we will focus on those parts of Match! which deal with processing the match-results and generating output.
The text in this manual is illustrated with screen-shots and output of Match!, or more specific:with the demo-competition of WC2006. The WC2006 competition has id 60. Comp.61 and62 are copies of this, with test-data., that is: we made a simulation for WC2006, in which allmatches have been played. In comp.61 only the match-results have been entered, in comp.62also match-details (like goals and line-ups were entered). But both demo-competitons haveexactly the same match-results. In par. 10 you can see what these results are.
The rest of the appendices contain Match!-output. So if you want to have a quick look whatyou can do with Match!, you should browse through them now.
Tip: Always make a backup of Match periodically, e.g. every week. So just make a copy of
file Match_FIFA_WC2006.mde, e.g. to a CD.
2. Exploring Match!
Match! 1st screen looks like this:
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Figuur 2-1: Introduction window
You now have to choose the competition in which you want to work, e.g. comp.60Also you must choose which menu style you want to use: modern (a Windows-Explorer-like
menu (treeview)) or classic (menu with buttons).NB: unfortunately menu style modern doesnt work on all PCs, caused by ActiveX-control-registration problems, which is something not only Match! suffers from as you can see oninternet.. in this case you have to choose alwasy menu-style classic.
The 2 menu-forms are functionally equivalent, they only differ in appearance.After you have clicked on OK, you will see the menu-form you chose, see Figuur 2-2: Mainmenu, style Modern and Figuur 2-3: Main menu, style Classic
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Figuur 2-2: Main menu, style Modern
NB:
The menu-tree has 2 kind of items (nodes), yellow parent-nodes (comparable to a directoryin Windows Explorer) and white child-nodes (comparable to a file in Windows Explorer)When you click on a parent-node, the underlying child-nodes will become visible.When you click on a child-node, the underlying DB-object will become active, e.g.: a formwill be opened or a function will be executed.
The listview contains the matches in the current active round, and shows the result if a matchis played. This listview is only a view, you cant edit it. At the end of a round, for all matchesin this list-view , the columns score A/B must be filled.
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Figuur 2-3: Main menu, style Classic
NB:To activate a menu-item, click on the corresponding button. After that, the button will remainin position pressed, so later you can see you already pressed it once, and you wont press a
button twice by accident when its not necessary.
The main-menu form will always remain open. So after you have opened another form, e.g.form Match, on the background the main-menu is still there. You can change screen via the
menu-toolbar, see menu. 'Window'.
As you can see in the menu-form, Match! consist of the following kinds of objects:1. Functions2. Process Data3. Base Data4. Access Reports5. Excel Reports6. Web Reports7. Queries
These objects will now be described in more detail.
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2.1. Functions
Functions automate tasks which you otherwise had to do yourself, e.g. calculating the ranking of theplayers. Functions execute some kind of DML-action on the database, e.g. the function Update
Ranking Player will update the Player-Ranking-table. While its executing, a sandbox will bedisplayed. After a function has been executed succesfully, it will display this to you (in a message-box). And if theres a problem, it will show an error-message that will tell you whats wrong.There are 2 kinds of functions:1. Functions which you have to execute before the start of the competition, e.g.: Reading Gambler
Input2. Functions which you have to execute during the competition, e.g. Update Player Ranking
NB: When a function has done an insert in a table T while the form for table T was open, youwon't see the new records. Press on the filter-icoon 2 times and then you'll see them, or closeand re-open (the form of) tabel T.
2.2. Data
In Match! there are 2 kinds of data:1. Base-data: data which you enter before the start of the competition and after that dont change
anymore, e.g. player-data and time/location-data.2. Process data: data which will change after every round of the competiton, e.g. match-data (results)
and player-ranking.
So during the competition, you will only have to enter data for tables in the Process Data-groupbox.
Data is stored in the tables of the database. For every table, Match! has 2 forms:1. record-view, showing 1 record, see Figuur 2-4: Record-view table Match2. list-view: showing all records in table, see Figuur 2-5: List-view table Match
Only in record-view you can do DML-actions (like inserting a record).
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Figuur 2-4: Record-view table Match
Explanation of red-marked circles in figure (from left to right, top to bottom):
1. filter, if pressed (like in figure), a filter is active. See also status-bar (64 Filtered) and FLTR2. play-symbol + *: insert record3. play-symbol + X: delete record4. cross X on top-right corner of form: close form5. triangle left to vertical line (left margin): current record indicator, i.c record 1 (see status-bar)
symbol will change in a pencil if record is in update-mode. After confirmation of update (=[SHIFT] + [ENTER]), it will change again in a triangle.
6. triangle for combo-box-control PlayerA: click on it and select desired player
7. Played: check-box control: checked (as in figure) = True, and unchecked = False.8. Point# player A/B: grey fields: non-edit, are filled by system (by function Update ranking).9. Switch-view: action-control to switch to list-view.10. Buttons Goal etc: action-buttons to open corresponding form (e.g. Goal etc).11. Record (play-symbol etc): record-navigators, goto 1st record, last record, next record.
Play-symbol + * =: insert record12. Text in status-bar:, i.c: %|*|Match ID (user): help-text for active control (i.c.: Match ID). For this
field the folowing coding is used:
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Type | Null | help-text
Ad Type:
@ = hyperlink
$ = string (char)% = numberB = Boolean (Yes/No)D = date
Ad Null:* means that field can be null, else it is .
Figuur 2-5: List-view table Match
Explanation of red-marked circles in figure (from left to right, top to bottom)
1. symbol A>Z / Z>A: sort: if you click on it, the table will be sorted on the current column fromA>Z. If you click another time, it will sort on Z>A
2. filter-symbols, if pressed (like in figure), a filter is active. See also status-bar (64 Filtered) andFLTR. There are 2 types of filters:
filter by selection: filter current column on value of current cell
filter by form: you can specify more than 1 field to filter on, and you can also save thefilter. Later you can load this filter (see icon: load from query). In Match! there is 1 stored
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form-filter, QfiltrMatch_playr_id, which will filter all matches for 1 player, see Figuur 2-6:Match-form with filter
3. binoculars: search for a specific value for current column4. Switch-view: action control to switch to record-view
Figuur 2-6: Match-form with filter
Match-table after applying form-filter all matches of player X', i.c. X = Netherlands
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2.3. Access-Reports
An Access-report is a printable document containing data of the database. See the appendices forexamples of reports (e.g. see par. 11.1). Access-reports can be exported to Word (press on the Word-icon in the menu).
Some reports have parameters so you can specify the apperance of the report and what kind of datayou want in the report. A report-parameter-form looks like this:
Figuur 2-7: Parameter-form for Access-report
There are 2 kinds of parameters:1. Type-parameters: to specify the appearance of the report, e.g. match-schedule sorted by date or
grouped by groups (i.c. A-H)2. Filter-parameters: to specify which data you want in the report, e.g. show only matches in round 1.
If you leave a filter-parameter empty, it will mean it wont filter on that field. If you have tospecify an ID (i.c. Round ID) for a parameter, look at the corresponding table (i.c. Round) for thespecific value (integer). (NB: for match-ID, you should always specify the Match ID (user) fieldof table Match, so your own number (not that of the system (=Access)).
A report can include pictures, e.g. the flags of the countries. If you want this, you should set parameterREP_INCL_PIC to 1 (and else to 0).
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2.4. Excel-Reports
(NB: You should have MS Excel on your PC to be able to generate these reports.)
An Excel-report is a printable document (xls-doc) containing data of the database. It can be both textalas graphical. See the appendices for examples of reports (e.g. see par.11.6)
Excel-reports can have parameters, just like Access-reports.
A report can include pictures, e.g. the flags of the countries. If you want this, you should set parameterREP_INCL_PIC to 1 (and else 0).
Tip: for a PC with not so much memory, its recommend to specify Yes for paramater Save Excel-report, else the PC might not show the report after its generated, so you can never save it.
2.5. Web-Reports
An Web-report is a document containing data of the database in a format so you can publish onInternet (HTML-format). See the appendices for examples of reports (e.g. see par.11.15)
NB: A web-report will be written to this file: C:\Match\Web\rep_match_details.htm.So you should open it outside Match!, via your browser (e.g. Internet Explorer).
2.6. Queries
Match! contains some queries to get statistics about the whole competition, or about a specifcplayer. See the appendices for examples of queries (e.g. see par. 12.1)
Queries can have parameters, just like Access-reports.
The query-result can be sorted (via icon A>Z / Z>A) and filtered (via filter-con), just like records in atable can be filtered (via filter-form).
NB: After a query has been executed, you should close it without saving!!
3. Procedure tasks before start competiton
Hint: before you start entering your data in Match, make a backup of the empty DB, so ifsomething goes wrong, you can start from scratch with this backup.
3.1. Step 1: Specify match details (yes/no)
With Match! its possible to register everything of a match, so not only the score, but alsowho scored, who got a yellow/red-card and what was the line-up of a team. But it is notnecessary to register all these details if you want to use Match! primarily to calculate therankings and maybe also for gambling. But if you want to use all match functionality and get
all possible statistics, you should enter all match-details. If you decide to do this, it isrecommended that you set parameter SCORE_SPEC to 1 (and else to 0). Match! will then
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always check if the score-specification you entered in table Goal corresponds to the scoreyou specified in table Match.
3.2. Step 2: Include pictures in report (yes/no)
Reports can be made more fancy by including pictures, e.g. the flags of the countries. If youwant this, you should set parameter REP_INCL_PIC to 1 (and else to 0)
3.3. Step 3: Toto (gambling)
If you want to use Match! for a toto (gambling), you should decide about the points which aregiven to the following criteria:
Toto (= win/draw/loss): parameter GAMBL_TOTO_PNT (default: 2 points)
Score (goals made by player A and B): parameter GAMBL_GOAL_PNT (default: 1
point)
Virtual player (prediction of who will play in a final-match): parameterGAMBL_PLAYR_PNT (default: 1 point per player, so max. 2 points for a match)
End-ranking of player 1, 2 (and sometimes also 3 and 4): parameterGAMBL_ENDRANK1..4 (default values resp.: 16, 8, 4, 2)
After that, you should enter the persons (gamblers) who participate in the toto, in tableGambler. Then, you should generate the Excel-form Gambler Input form.You should email this form to all gamblers. They should fill this form and email it back toyou.
NB: on the Excel-report is explained how this form should be filled, see e.g. the form for thedemo: C:\Match\GambleInput\ MatchScheduleReport1.xls. Gambler 1 in the deno-competition predicted every match-result correctly, so his gamble-form is like that in par. 10.
You should check if all gamblers gave the form the right name, that is: MatchScheduleReport+ (so: MatchScheduleReport1, MatchScheduleReport2,MatchScheduleReport3 etc), and then you must put all the forms in dir:C:\Match\GambleInput (NB: Dont forget to remove the demo-forms!).
Then you can execute function Read Gambler Input. The function first checks if all forms
are filled correctly. If there is one (or more) form with an error, none of the forms will beprocessed. (So this function uses the transaction-principle: it will handle all forms, ornone).The result of this function is that all gambler input will be inserted in Match!, in tablesMatch-Gambler and Virtual Match-Gambler. If there are n gamblers, there will be n x 64forecast-records (WC2006 has 64 matches).
Finally, you should export these tables to Excel, and email this to all the gamblers, so laterthere can never be a suspicion of fraud (e.g. that you changed your forecast so you wouldwin). To do an export, see menu: File > Export.
NB:
You should not try to enter gambler-input yourself, the above function also does somecalculation which will not be done if the gambler-input is entered manually.
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You should run the read-function for all gambler-input forms 1 time only. In case you stillhave to read one (or more) forms later (so after you already read some forms), you shouldfirst delete (or better: move to another dir.) the old gambler-forms, and then add the newforms in the dir. GambleInput (to prevent duplicate gamble-records)
3.4. Step 4: Extra base data
We already entered all necessary data for the WC in Match!, and more. But you could extendthe base-data with extra sub-players and referees, now Match! is not complete for this data.For referees the data you need to enter is quite obvious. How to fill the Sub-player table needssome explanation:Every subplayer must have an unique ID within the context of a player. You could e.g. use the
position-nr (number on back of shirt) for this. Because in Match! subplayers are sorted by ID,you could also number the subplayers according to their names (alphabetically), so that theywill be sorted on their names.
For field 'def.position-nr', you must fill:
1-keeper;
2,4-lateral defenders(Left, Right);
3,5-central defenders(L, R);
6,7-defensive midfield(L, R);
8,10-offensive midfield(L, R);
9-1st forward; 11-2nd forward
NB: This numbering is needed for Excel-report 'LineUp' and query 'All Stars Team'.
The fields named def.* refer to default-data, that is: what would normally be true for thesubplayer. E.g.: if for subplayer X field def. 'position = 10, it means that normally thissubplayer will play on position 10, although in a particular match he might have to play onanother position. If you filll the default-fields for sub-players, it will be easier to fill tableMatch-Subplayer during the competition. Namely function Fill table Match-Subplayer
puts all subplayers for which the default-fields are filled in the table.
3.5. Step 5: Print reports with match-schedule and group-scheme
The following reports are interesting to print now:
Access-reports:1. Group Scheme2. Match Schedule3. Virtual Match Schedule
Excel-reports:1. Match Schedule Matrix
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2. Match Schedule Calendar3. Match Schedule -Time Table
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4. Procedure tasks during competition
The steps which are the subject of this paragraph should be executed in a specific order,which you can see in Figuur 4-8: Flowchart tasks during competiton
Match-details (like who scored the goals, who got yellow/red-cards, marks for theperformances of the subplayers) can be stored in 3 tables: Goal, Report, LineUp, see thebuttons below on the Match-form. Click on a button to open the corresponding form.NB: never click on a button to enter match-details before you have saved the match-record(by pressing [SHIFT]-[ENTER], after which the record-indicator should be a triangle, andnot a pencil)).
4.1. Step 1: Enter Lineups
Some time before the start of a match, the lineups (who will play) are given. You can enterthese in table Lineup (see form Match). To fill this table automatically with the base-subplayers, press button 'FillTable'. (NB: you wont see the result directly, for this, presstwice on the filter-icon, or open and close the LineUp-form).You can also generate an Excel-report, Lineup Match X, which shows te lineupsgraphically.
4.2. Step 2: Enter match-results.
After a match has been played, you should enter the results in table Match. The fields youneed to fill are in the Results-groupbox. First, alway set field Played to True, and then fill thescore-fields. You can also fill the match-details (goals, lineups, offenses).
4.3. Step 3: Generate rankings of players, subplayers and gamblers
You can calculate the match-points for each player (see fields point# player A/B of tablematch) and the player-ranking, via function Update Ranking Player.If you have goal-information for the matches (which subplayers scored), you can alsogenerate the subplayer-ranking, via function Update Ranking Subplayer.If you have a toto (gambling), you can generate the gambler-ranking, via function UpdateRanking Gambler.
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1:Enter Lineu
2:Enter matc
results.
3: Generate
rankin sFiguur 4-8: Flowchart tasks during competiton
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NB:Match! calculates the player ranking based on the following criteria:1. Point#2. Goal-saldo (balance)
Suppose that at the end of group-round 1, 2 players in a group have exactly the same value forthese criteria, Match will rank the players alphabetically, by their name. This might not becorrect. In this case you should correct the ranking manually. You should do this in 2 steps:1. Go to table Group Ranking Player, and change the ranking2. Go to the group of the players for which you corrected the rankings, and set field Manual
correction Ranking to true. (this will prevent Match! from re-calculating the ranking forthis group, so your changes will be saved even after you will do step 3 (calculate ranking)another time).
4.4. Step 4: Print reports with match-results and rankings
The following reports are interesting to print now:
Access-reports:1. Match Results2. Group Ranking Player3. Ranking Subplayer4. Ranking Gambler
Excel-reports:1. Match Results Matrix2. Match Results Time Table3. Performance Subplayer X (if you specified the marks for each subplayers performance
after a match)
Web-reports:1. Match Details
4.5. Step 5: Run Queries
To get statistics about the whole competition or a specific player, run the queries.
4.6. Step 6: Update current round
In Match! you should always keep the current round and group-round up-to-date. At thebeginning of the competition, at 9/6/06, the current round and group-round are 1. At 14/6/06,round 1 is finished, that is: every player has played 1 match. So at that time, you shouldupdate the current round to 2. You can update the current round via function Update active
round. This function will check if you entered all match-results of the previous round. Theresult of this function will be that field Active of table Round is updated.
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4.7. Step 7: Update current group-round
When the group-stage is over, (so all matches in the groups are played), at 23/6/06, group-
round 1 is finished, and group-round 2 (1/8-finals) becomes the active group-round. At thistime, you should update the group-round, via function Update active group-round.This function will check if you entered all match-results of the previous group-round. Theresult of this function will be that field Active of table Group Round is updated.
4.8. Step 8: Generate matches for next group-round
After you updated the active group-round (see step 7), you must update the match-schedule.After e.g. group-round 1 ('Qualifications 1-3') is finished, it is known which players will playin group-round 2, the 1/8-finals. So the virtual players in the virtual matches for group-round
2, can now be substituted by the real players, resulting in real matches. This can be done byfunction 'Generate Match from Virtual Match'. The result of this function is in this case that(for group-round 2) table Match has 8 new records, with alt.match ID = 10.001-10.008 (butyou can replace this by 49-56 if you want).
4.9. Step 9: Print reports with new match-schedule
The following reports are interesting to print now:
Access-reports:1. Match Schedule
Excel-reports:1. Match Schedule Calendar2. Match Schedule -Time Table
You will see the new (generated) matches, for the new current group-round.
4.10. Step 10: Print report End Ranking Player
After you entered the match-results of the last group-round (Final), and you did step 3(calculate ranking), the final-ranking is known, and can be printed:
Access-rapport:1. End Ranking Players
NB:Match! will show only the top-4 players in this report. If you want to see the end-ranking forall players, you should fill the rankings yourself, via table Player.
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5. Installation
(NB: the readme-file also contains information about the installation, which is not repeatedhere. So you should read this file too.)
Match is supplied with a setup-application (SETUP.EXE), which will do the installation foryou. You should always choose Standard installation (so never: Customize).
If you want to use not only the basic functionality of Match (processing match-results,calculating rankings and producing Access-reports), but also the extra Excel-functionality(which includes the gambling-functionality and diverse Excel-reports), you should have Excelinstalled on your PC. If that is not the case, do this now (so before installing Match!).
During installation, the setup might ask to overwrite language-specific DLLs. You donthave to do this.
After the setup has been completed, you should have the directory-structure as listed in par.13. The Match!-application file is Match_FIFA_WC2006.mde (MDE is MS DatabaseExecutable).
NB: You should not change the directory suggested by the setup-app.So: Match should be installed in: c:\Match.Also the sub-directories should not be changed.
The setup has made a entry for Match! in the start-menu, see:Start>Programs>Match.Try this menu now. If Windows asks you to enter the path of MS Access, type this:C:\Program Files\Microsoft Office\Office\ msaccess.exe
In Access you must see the references (see Access menu: Tools > References) as in Figuur 5-9: Necessary references (DLL's) for Match! . ( NB: The Common-control and Calendar-control are necessary if you want to have menu-style Modern, see Figuur 2-2: Main menu,style Modern ).
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Access97 DLLs
Acces 2000 DLLs
Figuur 5-9: Necessary references (DLL's) for Match!
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After Match! has been installed, you should check in Access if the options are the same as inFiguur 5-10: Access-options for Match!.(NB: If you dont set field Action queries to false, Match! will ask you for every DML-action that a function does, if you want the DML to happen or not. For a function with a lot ofDML-actions (like the function Update Gambler Ranking) this is not really pleasant.)
To set the options, open Access (so without opening Match!), and then choose the demo-database ofAccess, Northwind.mdb (see dir.: C:\Program Files\Microsoft Office\Office\Examples). Or you can
create your own (empty) database. Then goto menu Tools>Options>Edit/Find-tab.
Figuur 5-10: Access-options for Match!
The Match!-GUI is made for a screen-resolution of (at least) 1024 x 768. If you run a lowerresolution, but you can get this minimum resolution, change it now.
The reports in Match! use (Microsoft) font Haettenschweiler. Check if you have this fontinstalled on your PC (see dir c:\windows\fonts).If not, copy the file Haettenschweiler.ttf from dir c:\match to dir c:\windows\fonts.
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6. Contact
Match is a product of:
Eiger Software Inc.
H: http://eigersoftware.tripod.com/
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7. Appendix 1: Definitions Match!
*competitionA series of matches for the championship.Competitions can be classified according to the next dimensions:
dim.A: with/without group-systemBecause for some competitions the number of players is too large and the time too limited to leteveryone play against each other, players are divided in groups, and in a group everyone plays againsteach other ('group-competition'). After that, the winners can be divided again in groups or can playaccording to the knock-out system (see dimension B). Group-systems are often used with tournamentslike e.g. the FA-cup or the WC-soccer.A competition in which everyone plays against everyone else, is sometimes called a full competition.
If there are in a full-competition nplayers, then the competition will have n-1 rounds and n*(n-1)/2matches. So if e.g. n = 6, then the competition has 5 rounds and 15 matches.
dim.B(1): with/without knock-out systemWith some competitions per round the defeated ones (losers) go out of the competition, so the nextround of the competition has half of the original number of players, e.g. with the FA-cup. This knock-out system can be sub-divided in:
dim B(2): with/without draw for next roundWith the FA-cup per round there is a draw to determine who plays against who. With tennis it is
already known in advance who in the next round will be the possible opponent (2 options), because ofthe use of the 'binairy-tree system'. With this system, the top-players are protected, so they have theguarantee that they will not encounter another top-player before e.g. the 1/8-finales.
The dimensions C and D are related:
dim.C: with/without 'out (away)-matches' (C1 resp C2)In full-competitions, a player (A) often plays 2 times against another player (B): 1 time at home, and 1time away. The match-notation is often respectively: match A-B and match B-A.
dim.D: competition has 1 or 2periods (D1 resp D2)
A competition has 2 periods if every player plays 2 times against all other players.
The next 3 competition-systems (combinations of C and D) are possible:
C1 C2
D1 I III
D2 II
VB I: FA-CUPVb II: Premier LeagueVb III: Wimbledon
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dim.E: score-specificatie-systeem
Based on the score-specification-system, sports can be categorized like this:1. goal-sports2. set-sports
ad 1:goal-sportsWith soccer, one counts in goals. The winner of a match is the one who scored the most goals. Thissystem is used with many sports (e.g. basketball, handball), although one not always uses the word
'goal', but e.g. 'point'. While the term 'point' means in Match! something else, the scores in all sportsthat use the same score-specification-system as soccer, are called 'goal'. So in Match, basketballand handball are considered as 'goal-sports'.
ad 2:set-sportsWith some sports, one counts in sets, e.g. with tennis and volleyball. In a 'set-sport', the winner of amatch is the one who won x sets (e.g. in (men-)tennis: x = 3). And the winner of a set is the one whowins y 'set-units' (e.g. in tennis, a 'set-unit' is a 'game' and y = 6).
*competition-class
A set of related competitions. E.g. in tennis, Wimbledon and Roland Garos belong to the competiton-class Grandslam-tournaments.
*duel-sport
Sport(-type) in which 2 players compete with each other for the victory, like e.g. with soccerand tennis.
*lineup /selectionThe sub-players of a certain player (team) who are selected for a certain match plus
information about who plays where (on which position)
*match-matrixA graphical, compact representation of all matches that will be played in a competition, by
putting on the x- and y-axis the players. The matrix is NxN, with N = # players. The matchbetween player A and B has the coordinates (playerA_id, playerB_id) or v.v., depending onwho plays at home. For a competition with 2 periods, the matrix will be filled fully, and for acompetition with 1 period, the matrix will be filled half.
*period
A time-range in which every player has played 1 time against all other players.
*player
Participant of a competition. This can be: a team (for team-sports like soccer) or an individual (forindividual sports like tennis).
*pointAfter the end of a match between 2 players A and B, points are given to A and B, which are the base
for the ranking. In soccer, they use the following point-system:3 = victory, 1 = draw, 0 = loss (defeat).
* ranking
A list with for eachplayerthe realised number ofpoints, sorted by descending points-number.
Round:
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The definition of a round in Match! depends on the type of competition.
For a full-competition, a round is a series of matches played on the same day (or days, e.g. on Sa andSu).
For a tournament, we have 2 type of rounds:
*final-roundA round in which 1 of the 2 players drops out (the loser) and 1 goes to the next round (the winner). Sofor e.g. WC2006 the matches in 1/8-finals is a round, the matches in the -finals are another roundetc.
*qualification-round
A round in the group-competition. If there are in a group n players , there are (for that group)n-1 qualification-rounds. So for e.g WC2006, with 4 players per group, there will be 3qualification rounds.
In Match!, there are 2 tables to implement this:
*Round: is both a qualification round as a final-round. In WC2006, there are 3 qualification-rounds and 4 final-rounds, so there are in total 7 rounds.
*GroupRound: is a round after which players have to leave the competition (the losers), so aknock-out round. This can be both a qualification round as a final-round. In WC2006, thereare 3 qualification-rounds, which together are considered as 1 group-round with ID = 1 (at theend of group-round 1, 50% of the players are out of the competition). And the 4 final-roundsare also each 1 group-round. So in total there are in total 5 group-rounds.
*sub-player
Team-member, a person who belongs to a certainplayer.
*topscorers-list:
A list with for each each sub-playerthe number ofgoals he has made, sorted by descending goals-number.
8. Appendix 2: Definitions MS Access and Databases
*cellCross-point of a row and a column of a table, in which a value (table-attribute) can be specified. Soits like a cell in a spreadsheet.
*check-boxA control with a true/false value. In Match! there is e.g. a check-box in form Match, for fieldPlayed.
*combo-boxA control with a list of values from which you can select, by clicking on it. In Match! there is e.g. acombo-box in form Match, for field PlayerA-id.
*control
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A button on a form . There are 2 types of controls:
action-control: to which a certain action is bound, like e.g.: 'open form'
data-control: to which a certain (table-)field is bound.
*database (DB)
A place where data can be stored. A DB consists of a set oftables and relations between the tables.The Match!-DB has e.g. a table Match, which has a relation with table Player, linking the fieldsplayerA/B-id of table match to table player.
*Data Manipulation Language (DML): insert/update/delete-action on a table. MS Access uses theterm action-query.
*field/ table-column
Part of a table in which a property (attribute) of the entity (table) is stored. E.g. the table 'match' hasthe fields 'match_id' and 'player_A/B_id'.
*filter
By applying a filter on a table, only those records are shown for which the filter-expression is true.
*formA window, which contains a number of controls . A special type of form is:
table-formA form to which a table is bound, so you can see 1 or more records in this form,depending on the form view-mode: list-view-mode or record-view-mode. Thecorresponding forms are called:
record-form
list-form
*group-boxA control: a Rectangle around set of related fields.
*query:
A question to the database, e.g.: show all players in competition 2.
*reportA (printable) document which is based on 1 (or more) table(s).
*record/ table-row
An element of a table which represents 1 certain entity and for which all fields are specified, e.g. fortable 'player': player 12 (team Netherlands).
*relation:
Part of a (relational) database, for storing the relations between tables. In Match!, there is e.g. arelation between table Player and Subplayer, of the type: 'belongs to' (a sub-player belongs to a
player).
*table
Storage-place for data of a certain entity. A table consists of a set offields. In Match e.g. there is thetable 'match'. There are 2 types of tables:
process-table: contains data about entities with a time-dimension. These tables are frequently
updated. In Match, the process-tables are the table 'match' and the tables in which match-details can be registered: 'goal', 'set', 'referee-report' and 'lineup'
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base-table: contains data about 'static' entities, so tables which will be updated only once (with
the implementation). In Match these tables are e.g.: 'competition' and 'player'.
9. Appendix 3: Abbreviations
DB: database
DML:Data Manipulation Language
ESI: Eiger Software Inc.
GUI: Graphical User-Interface
HTML: Hypertext Markup Language
IS: information system
MS: Microsoft
QBE: Query By Example
SQL: Structured Query Language
WC: World Championship
WC2006: FIFA WC 2006
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10. Appendix 4: Predicted match results for FIFA WC2006
10.1. FIFA WC2006 demo-competition
This Excel-file contains all match-results for competition 61/62, the demo-comp. For
WC2006.(NB: The spreadsheet automatically calculates the rankings and players of the final-matches,so they were a good tool for testing Match!, so thank you Excely.com!)
I: Group Rounds
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II: Final Rounds
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11. Appendix 5: Reports
11.1. Group-scheme
See file: GroupScheme__Rrl_grp_playr.rtf
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11.2. Match Schedule/Results per Group
See file: MatchResultswithGroup_Rmatch_with_grp_3_end.rtf
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11.3. Virtual Match Schedule
See file: Virtualmatch_schedule__Rvr_match.rtf
Virtual players are indicated as: group-name + ranking-nr, e.g.: VR-player A1 is nr.1 ofGroup A, A2 = nr.2 of group A, B1 = nr.1 of group B etc.
Virtual matches without virtual players, i.c. VR-matches in group-round 3, 4 etc, are indicatedas: M + R, e.g.:M10009 = M10001\R1 M100002\R1 = winner of match 10001 - winner of match 10002
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11.4. Gamble Input Form
See file: Gamble_input_form.xls, MatchScheduleReport1.xls
All gambler input should be filled in the blue cells.
File-name should be: MatchScheduleReport +
For final-matches (see label -FINALS-), player-IDs should be specified in column VRPlayer A/B. E.g. match 10001 = player1 player9 ( = Germany Sweden, see fig. 10.1. ,which also contains the forecast of the gambler)
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11.5. Match Schedule Matrix
See file: Match_Schedule_Matrix.xls
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11.6. Match Scheduler Calendar, location view
See file: MatchSchedule_Calendar.xls
For an explanation of the notation of the final-matches (in group-round 2, 3 etc, see the light-blue cells), see par. 11.3
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11.7. Match Scheduler Calendar, player view
See file: MatchSchedule_Calendar_Player_view.xls
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11.9. Group Ranking Players, global
See file: GroupScheme__Rrl_grp_playr.rtf
Column saldo (balance) is difference between Score_positive and Score_negative.
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11.10. Group Ranking Players, detailed
See file: GroupRankingSpec__Rranking_with_grp_spec_end.rtf
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11.11. Ranking Subplayers
See file: SubplayerRankingEnd__Rrankng_sub.rtf
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11.12. Ranking Gamblers
See file: GamblerRanking__Rrankng_gamblr_end.rtf
Field Point# = Toto# + Score# + Player#.For an explanation of the points-fields, see table Parameters, value GAMBL*
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11.13. Match Results Matrix
See file: Match_Results_Matrix_end.xls
Cells are color-coded: green = victory, red = loss, orange = draw
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11.14. Lineup
See file: MatchLineUp_NL_AR.xls
To generate this report, you should follow the subplayer-numbering system as described inpar. 3.4
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11.15. Match Results Details
See file: MatchDetails_NL_AR.htm
Explanation codes:
POS = position, see par. 3.4
PER = mark for performance of subplayer (0-10)
PNL = penalty
(C) = captain of team
Tin: Time (minute) player entered field Tout: Time (minute) player left field
T50: minute 50 of match (so Tx = minute x)
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11.16. Performance Subplayers of Player X, graph
See file: Subplayer_Performance_NL.xls
NB: Sometimes Excel changes x- and y-axis, but you can easily correct this, see menu Graph> source-data
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11.17. End-ranking Players
See file: PlayerRankingEnd__Rplayr_grp_end_rankng_end.rtf
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12. Appendix 6 : Queries
12.1. Competition Statistics
Statistics at end of WC2006 (all 64 matches have been played)
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12.2. Fairplay Ranking Players
For every offence, a player gets unfair-play-points, i.c. :
1 point for yellow-card
2 points for red-card
You should sort the query yourself on column unfair-play-points, in ascending order. Mostsportive player is nr.1 in list, most un-sportive is last.
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12.3. Ranking Subplayers for Player X
.
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12.4. All stars team, global
If you want a subplayer to join the all stars competition, you should give the player a markafter each match (see table LineUp).
.
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12.5. All stars team, detailed
Played time : in minutes
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12.6. Peformance Subplayers of Player X, table
12.7. Goals Time specification of Player X
.
Query shows the goal# (positive and negative) for Player X after every quarter of the game,cumulated over all played matches. Figure shows this stat. for player Netherlands, at end oftournament. You can e.g. see that after 25% of the match-time, this player scored in total 2goals, and had 0 against, and that they in total scored 9 goals and had 4 against.
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13. Appendix 7 : Directory structure Match !
Volume in drive C is HDCVolume Serial Number is D497-4C1F
Directory of C:\Match
14-05-2006 08:28 .14-05-2006 08:28 ..14-05-2006 08:19 GambleInput14-05-2006 00:00 267.906 Match_FIFA_WC2006.bmp14-05-2006 08:28 8.843.264 Match_FIFA_WC2006.mde14-05-2006 08:19 Pics14-05-2006 08:19 setup14-05-2006 08:19 Web14-05-2006 00:00 2.197 Web_template.htm
14-05-2006 00:00 Haettenschweiler.ttf
3 File(s) 9.113.367 bytes
Directory of C:\Match\GambleInput
14-05-2006 08:19 .14-05-2006 08:19 ..14-05-2006 00:00 29.696 MatchScheduleReport1.xls14-05-2006 00:00 29.696 MatchScheduleReport2.xls
2 File(s) 59.392 bytes
Directory of C:\Match\Pics
14-05-2006 08:19 .14-05-2006 08:19 ..14-05-2006 00:00 479 flagAO.PNG
14-05-2006 00:00 303 flagAR.PNG14-05-2006 00:00 816 flagAU.PNG14-05-2006 00:00 724 flagBR.PNG14-05-2006 00:00 303 flagCH.PNG14-05-2006 00:00 235 flagCI.PNG14-05-2006 00:00 326 flagCR.PNG14-05-2006 00:00 224 flagCS.PNG14-05-2006 00:00 401 flagCZ.PNG14-05-2006 00:00 226 flagDE.PNG14-05-2006 00:00 386 flagEC.PNG14-05-2006 00:00 485 flagES.PNG14-05-2006 00:00 241 flagFR.PNG14-05-2006 00:00 922 flagGB.PNG14-05-2006 00:00 384 flagGH.PNG
14-05-2006 00:00 458 flagHR.PNG14-05-2006 00:00 427 flagIR.PNG14-05-2006 00:00 241 flagIT.PNG14-05-2006 00:00 314 flagJP.PNG14-05-2006 00:00 624 flagKP.PNG14-05-2006 00:00 1.001 flagMX2.PNG14-05-2006 00:00 2.512 flagMX_old.PNG14-05-2006 00:00 280 flagNL.PNG14-05-2006 00:00 168 flagPL.PNG14-05-2006 00:00 560 flagPT.PNG14-05-2006 00:00 560 flagPT_TST.PNG14-05-2006 00:00 337 flagPY.PNG14-05-2006 00:00 593 flagSA.PNG14-05-2006 00:00 338 flagSE.PNG14-05-2006 00:00 652 flagTG.PNG
14-05-2006 00:00 361 flagTN.PNG14-05-2006 00:00 667 flagTT.PNG14-05-2006 00:00 181 flagUA.PNG
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14-05-2006 00:00 503 flagUS.PNG14-05-2006 00:00 20.738 GroupesWK06_v3.PNG14-05-2006 00:00 2.988 logoMatch_app_small3_v2.PNG14-05-2006 00:00 21.145 LogoMatch_app_v2.png14-05-2006 00:00 4.149 timeLineWK06_v4_paint.png14-05-2006 00:00 7.091 WK2006_logo.PNG14-05-2006 00:00 9.162 WK2006_logoPicOnly.PNG
40 File(s) 82.505 bytes
Directory of C:\Match\setup
14-05-2006 08:19 .14-05-2006 08:19 ..14-05-2006 00:00 553.472 32AUTOLE.DLL14-05-2006 00:00 14.490 acmsetup.hlp14-05-2006 00:00 184.832 msacccah.dll14-05-2006 00:00 195.072 msodeusa.dll14-05-2006 00:00 255.488 mssetup.dll14-05-2006 00:00 3.318 odbckey.inf14-05-2006 00:00 22.016 odbcstf.dll14-05-2006 00:00 352.256 SETUP.EXE14-05-2006 00:00 16.589 SETUP.INF14-05-2006 00:00 149 setup.ini14-05-2006 08:19 14.031 setup.stf14-05-2006 00:00 84 setup.tdf
12 File(s) 1.611.797 bytes
Directory of C:\Match\Web
14-05-2006 08:19 .14-05-2006 08:19 ..14-05-2006 00:00 63.747 rep_match_details.htm
1 File(s) 63.747 bytes
Total Files Listed:58 File(s) 10.930.808 bytes
14 Dir(s) 5.161.865.216 bytes free
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14. Appendix 8 : Gambling manual : how to fill gamble-form