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Provided by: sgt-puzzles_6879-1_i386

 

NAME

        slant - topological deduction game
 

SYNOPSIS

        slant  [--generate  n]  [--print  wxh  [--with-solutions]  [--scale  n]
        [--colour]] [game-parameters|game-ID|random-seed]
 
        slant --version
 

DESCRIPTION

        You have a grid of squares. Your aim is to draw a diagonal line through
        each  square, and choose which way each line slants so that the follow‐
        ing conditions are met:
 
        o      The diagonal lines never form a loop.
 
        o      Any point with a circled number has precisely  that  many  lines
               meeting  at  it.  (Thus,  a  4  is  the centre of a cross shape,
               whereas a zero is the centre of a diamond shape - or  rather,  a
               partial  diamond  shape,  because a zero can never appear in the
               middle of the grid because that would immediately cause a loop.)
 
        Credit  for  this  puzzle  goes to Nikoli (http://www.nikoli.co.jp/puz     
        zles/39/index.htm (in Japanese)).
        Left-clicking in a blank square will place a \ in it (a line leaning to
        the  left,  i.e.  running from the top left of the square to the bottom
        right). Right-clicking in a blank square will place a / in it  (leaning
        to the right, running from top right to bottom left).
 
        Continuing to click either button will cycle between the three possible
        square contents. Thus, if you left-click repeatedly in a  blank  square
        it  will  change  from blank to \ to / back to blank, and if you right-
        click repeatedly the square will change from blank to / to  \  back  to
        blank.  (Therefore,  you  can play the game entirely with one button if
        you need to.)
 
        (All the actions described below are also available.)
        These parameters are available  from  the  "Custom..."  option  on  the
        "Type" menu.
 
        Width, Height
               Size of grid in squares.
 
        Difficulty
               Controls  the difficulty of the generated puzzle. At Hard level,
               you are required to do deductions based on  knowledge  of  rela‐
               tionships  between  squares  rather  than  always  being able to
               deduce the exact contents of one square at a time. (For example,
               you  might  know  that  two squares slant in the same direction,
               even if you don’t yet know what  that  direction  is,  and  this
               might enable you to deduce something about still other squares.)
               Even at Hard level, guesswork and backtracking should  never  be
               necessary.
        These  actions  are all available from the "Game" menu and via keyboard
        shortcuts, in addition to any game-specific actions.
 
        (On Mac OS X, to conform with local  user  interface  standards,  these
        actions are situated on the "File" and "Edit" menus instead.)
 
        New game ("N", Ctrl+"N")
               Starts a new game, with a random initial state.
 
        Restart game
               Resets  the  current  game  to  its  initial state. (This can be
               undone.)
 
        Load   Loads a saved game from a file on disk.
 
        Save   Saves the current state of your game to a file on disk.
 
               The Load and Save operations should preserve  your  entire  game
               history (so you can save, reload, and still Undo and Redo things
               you had done before saving).
 
        Print  Where supported (currently only on Windows), brings up a  dialog
               allowing  you  to  print an arbitrary number of puzzles randomly
               generated from the current parameters, optionally including  the
               current  puzzle. (Only for puzzles which make sense to print, of
               course - it’s hard to think of a sensible printable  representa‐
               tion of Fifteen!)
 
        Undo ("U", Ctrl+"Z", Ctrl+"_")
               Undoes  a  single move. (You can undo moves back to the start of
               the session.)
 
        Redo ("R", Ctrl+"R")
               Redoes a previously undone move.
 
        Copy   Copies the current state of your game to the clipboard  in  text
               format,  so that you can paste it into (say) an e-mail client or
               a web message board if you’re discussing the game  with  someone
               else. (Not all games support this feature.)
 
        Solve  Transforms  the puzzle instantly into its solved state. For some
               games (Cube) this feature is not supported at all because it  is
               of  no  particular  use.  For other games (such as Pattern), the
               solved state can be used to give you information, if  you  can’t
               see  how  a  solution can exist at all or you want to know where
               you made a mistake. For still other  games  (such  as  Sixteen),
               automatic  solution  tells  you  nothing about how to get to the
               solution, but it does provide a useful way to get there  quickly
               so  that you can experiment with set-piece moves and transforma‐
               tions.
 
               Some games (such as Solo) are capable of solving a game  ID  you
               have  typed  in from elsewhere. Other games (such as Rectangles)
               cannot solve a game ID they didn’t  invent  themself,  but  when
               they  did  invent  the  game  ID  they know what the solution is
               already. Still other games (Pattern)  can  solve  some  external
               game IDs, but only if they aren’t too difficult.
 
               The "Solve" command adds the solved state to the end of the undo
               chain for the puzzle. In other words, if you want to go back  to
               solving  it yourself after seeing the answer, you can just press
               Undo.
 
        Quit ("Q", Ctrl+"Q")
               Closes the application entirely.
        There are two ways to save a game specification out  of  a  puzzle  and
        recreate  it  later, or recreate it in somebody else’s copy of the same
        puzzle.
 
        The "Specific" and "Random Seed" options from the "Game" menu  (or  the
        "File" menu, on Mac OS X) each show a piece of text (a "game ID") which
        is sufficient to reconstruct precisely the same game at a later date.
 
        You can enter either of these pieces of text back into the program (via
        the  same  "Specific"  or "Random Seed" menu options) at a later point,
        and it will recreate the same game. You can also use either  one  as  a
        command  line argument (on Windows or Unix); see below for more detail.
 
        The difference between the two forms is that a descriptive game ID is a
        literal  description of the initial state of the game, whereas a random
        seed is just a piece of arbitrary text which was provided as  input  to
        the random number generator used to create the puzzle. This means that:
 
        o      Descriptive game IDs tend to be longer in many puzzles (although
(cube(6)),  only need very short descrip‐
               tions). So a random seed is often a quicker way to note down the
               puzzle  you’re currently playing, or to tell it to somebody else
               so they can play the same one as you.
 
        o      Any text at all is a valid random seed. The automatically gener‐
               ated  ones  are fifteen-digit numbers, but anything will do; you
               can type in your full name, or a word you just made  up,  and  a
               valid  puzzle will be generated from it. This provides a way for
               two or more people to race to  complete  the  same  puzzle:  you
               think  of  a random seed, then everybody types it in at the same
               time, and nobody has an advantage due to having seen the  gener‐
               ated puzzle before anybody else.
 
        o      It is often possible to convert puzzles from other sources (such
               as "nonograms" or "sudoku"  from  newspapers)  into  descriptive
               game IDs suitable for use with these programs.
 
        o      Random  seeds  are  not guaranteed to produce the same result if
               you use them with a different version  of  the  puzzle  program.
               This  is  because  the  generation  algorithm  might  have  been
               improved or modified in later versions of  the  code,  and  will
               therefore  produce  a  different  result  when  given  the  same
               sequence of random numbers. Use a descriptive  game  ID  if  you
               aren’t sure that it will be used on the same version of the pro‐
               gram as yours.
 
               (Use the "About" menu option to find out the version  number  of
               the  program.  Programs  with the same version number running on
               different platforms should still be random-seed compatible.)
 
        A descriptive game ID starts with a piece of  text  which  encodes  the
        parameters  of  the  current  game (such as grid size). Then there is a
        colon, and after that is the description of the game’s initial state. A
        random  seed  starts  with  a similar string of parameters, but then it
        contains a hash sign followed by arbitrary data.
 
        If you enter a descriptive game ID, the program will  not  be  able  to
        show  you the random seed which generated it, since it wasn’t generated
        from a random seed. If you enter a random seed,  however,  the  program
        will be able to show you the descriptive game ID derived from that ran‐
        dom seed.
 
        Note that the game parameter strings are not always  identical  between
        the  two  forms.  For some games, there will be parameter data provided
        with the random seed which is not included in the descriptive game  ID.
        This is because that parameter information is only relevant when gener‐
        ating puzzle grids, and is not important when playing them.  Thus,  for
(solo(6)) is not mentioned in the
        descriptive game ID.
 
        These additional parameters are also not set permanently if you type in
        a  game ID. For example, suppose you have Solo set to "Advanced" diffi‐
        culty level, and then a friend wants your help with a "Trivial" puzzle;
        so  the friend reads out a random seed specifying "Trivial" difficulty,
        and you type it in. The program will generate you  the  same  "Trivial"
        grid  which your friend was having trouble with, but once you have fin‐
        ished playing it, when you ask for a new game it will automatically  go
        back to the "Advanced" difficulty which it was previously set on.
        The  "Type"  menu,  if  present, may contain a list of preset game set‐
        tings. Selecting one of these will start a new  random  game  with  the
        parameters specified.
 
        The  "Type" menu may also contain a "Custom" option which allows you to
        fine-tune game parameters. The parameters  available  are  specific  to
        each game and are described in the following sections.
        (This section does not apply to the Mac OS X version.)
 
        The  games in this collection deliberately do not ever save information
        on to the computer they run on: they have no high score tables  and  no
        saved  preferences.  (This  is because I expect at least some people to
        play them at work, and those people will probably appreciate leaving as
        little evidence as possible!)
 
        However, if you do want to arrange for one of these games to default to
        a particular set of parameters, you can specify  them  on  the  command
        line.
 
        The  easiest  way to do this is to set up the parameters you want using
        the "Type" menu (see above), and then to select "Random Seed" from  the
        "Game"  or  "File" menu (see above). The text in the "Game ID" box will
        be composed of two parts, separated by a hash. The first of these parts
        represents the game parameters (the size of the playing area, for exam‐
        ple, and anything else you set using the "Type" menu).
 
        If you run the game with just that parameter text on the command  line,
        it will start up with the settings you specified.
 
cube(6)), select "Octahedron" from
        the "Type" menu, and then go to the game ID selection, you will  see  a
        string  of  the  form "o2x2#338686542711620". Take only the part before
        the hash ("o2x2"), and start Cube with that text on the  command  line:
        "cube o2x2".
 
        If  you  copy  the entire game ID on to the command line, the game will
        start up in the specific game that was described. This is  occasionally
        a  more convenient way to start a particular game ID than by pasting it
        into the game ID selection box.
 
        (You could also retrieve the encoded game parameters  using  the  "Spe‐
        cific"  menu  option  instead of "Random Seed", but if you do then some
        options, such as the difficulty level in Solo,  will  be  missing.  See
        above for more details on this.)
        (This section only applies to the Unix port.)
 
        In  addition  to  specifying  game  parameters on the command line (see
        above), you can also specify various options:
 
        --generate n
               If this option is specified, instead  of  a  puzzle  being  dis‐
               played,  a  number  of descriptive game IDs will be invented and
               printed on standard output. This is useful for gaining access to
               the  game  generation  algorithms  without necessarily using the
               frontend.
 
               If game parameters are specified on the command-line, they  will
               be  used  to  generate  the game IDs; otherwise a default set of
               parameters will be used.
 
               The most common use  of  this  option  is  in  conjunction  with
               --print,  in which case its behaviour is slightly different; see
               below.
 
        --print wxh
               If this option is specified, instead  of  a  puzzle  being  dis‐
               played, a printed representation of one or more unsolved puzzles
               is sent to standard output, in PostScript format.
 
               On each page of puzzles, there will be w across and h  down.  If
               there  are  more  puzzles  than  wxh, more than one page will be
               printed.
 
               If --generate has also been specified,  the  invented  game  IDs
               will  be  used to generate the printed output. Otherwise, a list
               of game IDs is expected on standard input (which can be descrip‐
               tive or random seeds; see above), in the same format produced by
               --generate.
 
               For example:
 
               net --generate 12 --print 2x3 7x7w | lpr
 
               will generate two pages of printed Net puzzles  (each  of  which
               will  have  a 7x7 wrapping grid), and pipe the output to the lpr
               command, which on many systems  will  send  them  to  an  actual
               printer.
 
               There  are  various  other  options  which  affect printing; see
               below.
 
        --version
               Prints version information about the game, and then quits.
 
        The following options are only meaningful if --print is also specified:
 
        --with-solutions
               The  set  of pages filled with unsolved puzzles will be followed
               by the solutions to those puzzles.
 
        --scale n
               Adjusts how big each puzzle is when printed. Larger numbers make
               puzzles bigger; the default is 1.0.
 
        --colour
               Puzzles  will  be  printed  in  colour, rather than in black and
               white (if supported by the puzzle).
        Full documentation in /usr/share/doc/sgt-puzzles/puzzles.txt.gz.
 

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