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Quick Guide to use the Referee Device

1. Hook up all parts.

2. Switch on 12V power supply and computer.

3. Launch program (icon on the desktop), if necessary.

4. Test the device (horns, penalty time indicator,...).

5. Configuration: full protocol, Referee simulation (Click on the referee circles), ... .

6. Activate the match (the surface referee can now start the game).

7. Upon penalty time, penalty throw and time out please use the appropriate buttons.


Detailed user guide

1. Cabling
2. Prerequisite
3. Installation
4. Start
5. Signal Test
6. Configuration
7. Teams and players
8. During the game

1. Cabling


First, the referee device has to be assemble as in the following picture.
assemble hardware
Then you can switch on the power supply unit and the computer. 

2. Prerequisite

The referee device with data transfer over the parallel port only runs on a Linux system with X-Windows (e.g. KDE). There must be installed Java version 1.3 or later. With a complete Java Deveopment Kit (JDK) comes a compiler, too. Then you easily can compile new Java files. The installation directory must support Fifos (Linux file system).

For a pure program test without parallel port usage you can of course start the program or the applet on any system (with Java). This will automatically set the simulation modus.

3. Installation

Just unpack the zip file RefereeDevice.zip in a Linux directory (no FAT or NTFS). Then the following files should exist

4. Start

The software should be started with the script "runSchiriAnlage.sh" under a normal user ID. If all the tests and the neccesary compilations have successfully passed through (If the parallel port control program has to be compiled or not yet has the correct rights, there will be a prompt for the root password.), the Java program will show on the screen. In the lower text field there should appear "Program started ..." but not "Simulation started, referee signal with click on symbols ...".

Referee device start screen

5. Signal Test

With a signal test one can easily check whether everything works properly. This can be launched with the middle button at the top of the screen. This will unlock all referee signalling devices without starting a game or interpreting the signals. If everytime a signalling devices is pressed a clean signal can be heard, then there is a good connection to and from the PC. After activation there will appear a message window, which should not be closed with "OK" before the signal test is completed.

A loose contact in the referee signalling devices leads to incorrectly interpreted signals by the program.It is therefore important that pressing the signalling devices generates a constant electrical connection.

In the game the horn is powered by two parallel relays for better reliability. With a click on the right or left horn iconHup-Symbolevery relay can be tested individually. Also, this is not processed as referee signal, i.e. no clock starts, etc.. Testing the horn relays during a running game is not possible. If the above signal test is not positive, this also helps to delimit the flaw situation, because no signalling devices is used, which is always a potential source of error.

6. Configuration

Before the start of the game the parameters in the configuration should be verify. For this purpose there exists the Configuration button.

The given times correspond to those of the German league. If you want other values, these can be entered here. Other values are important for testing. If you wonder at the software behavior at half time, you don't want to wait 15 minutes. ;-)

With "full protocol + autom. goal display" you make a key decision. With the default "no" only minimal input is needed (Penalty throw, time penalty, time out, ...). The display of the game score can be set manually or deactivated with Button Ausschalt-Button. The complete information, e.g. who made the goals, is with this setting obviously not known by the program.

But if you choose "yes" at "full protocol + autom. goal display", all the data will be requested to produce a complete protocol. For details see below. If you want to print this protocol, you need in addition a printer that reasonably is not connected with the parallel port but via USB or network.

From testing the software as applet you might be used to simulate a referee signal by clicking on the corresponding circle. If the program runs on Linux and the FiFos exist, the program will not simulate the communicate through the FIFOs. Furthermore, the referee simulation is set off by default, so that an inexperienced users is not by chance honking in a game. But this can be activated again, so that a faulty signalling device can be replaced by the simulation.

Each plugs of a referee signalling device is connected with a status line of the parallel port. There are the status ports 3 to 7 (pin 15, 13, 12, 10 und 11). All are configurable in the software. I recommend the default values for the wiring, so that no reconfiguration is necessary at the program start.

The "short/long signal threshold" indicates to the bound, above which the signal is interpreted as a long one. This is important for distinguishing a foul from a goal.
Configuration

In the program directory you can deposit a language file "language.html". There are already prepared English and German versions. These can be adapted or translated for a different language. Please pay attention to the additional tags (<language>, <label>, <name> and <text>)! A feedback of a full translation into another language would be nice.

7. Teams and players

If you want a complete protocol, the program must know which teams are playing and who has made the goals and fouls. A click on the buttons "Team left" resp. "Team right" leads you to team configuration.

Team configuration

At the lower end you can register the players as they later should appear in the protocol (usually first and family name and if wanted the UWR ID card number). With the button "Register player" the player appears in the list above.

Using the button "New player" the other players of a team can be registered. Entering the team name in the section in the middle of the window and clicking the button "Register team" will make the team appear in the team list above.

The button "New team" in the upper part lets you repeat this procedure until all teams are entered.

In the teams list or in the players list of  a team each entry can be selected by clicking and edited below. The apropriate register button will save the changes to the list. Deleting an entry works similarly.

If all the teams are entered laboriously, the complete teams configuration can be saved for later use with the "Save team list" button into a HTML file. Actually this can be done during the preparation of a tournament if the data are available. With "Load team list" this file can be loaded with all teams and players. It might be easier to edit a file of an older tournament than to edit a new one.
Attention: All team data are lost when exiting the program without saving the config file. There will be no alert window.

Finally for both sides the teams have to be selected with "Plays blue" and "Plays white". Without "full protocol" (see configuration) you can select the colors to the sides.

8. During the game

When everything is prepared the Activate button (upper area) will hand over the control to the referees. At the beginning only the signalling device of the Surface Referee is unlocked for starting the game. When he gives the signal, the clock will start running.

8.1 Without full protocol

Without "full protocol + automatic goal display" only a few things are to be done at the protocol table. If a Penalty-time is decided the penalty time for the player has to be started on the correct side. Accordingly for Penalty-throw or Time-out. After first/second half the Referee Device will give audio signals (long-long-long-long-long). After first half the break time will be started and thenceforth the second half will activated. If only one half is to be played the game can be finished using this window. The device will give audio signals for the end of a penalty throw (without goal and foul), too. In the text field at the bottom the status of the game can be viewed. The same information is written in the file "Spiel-Info_<date>-<time>.txt" (not using the applet).

Using the icons Goal and Foul the automatic recognition of the program can be corrected as long as the game is not resumed by referee. The penalty time and the penalty throw can be stopped with the same button if used by mistake. The protocol button provides all the information of the runnig game (see 8.2, too).

The time for the penalty throw and the penalty time will start running with the referee signal. Exception: The resume signal has been given allready. The control desk can start the time "quasi delayed" with the button.

The stopwatch, the half-time break and the time-out are implemented using its own windows with time running. The stopwatch and the time-out have no effects on the program. It's just time measuring.

The buttons "Start Clock" and "Stop Clock" are used to support nonassertive referees or influence the timekeeping in case of technical problems. There are no entries in the protocol and no audio signals.

The "Exit" button as well as the close window icon in the right corner of the windows title bar will terminate the program. The use of "Activate/Stop" will only stop the current game and a new game may be activated.

8.2 With full protocol and Automatic Goal Display

With choosing the "Full protocol and autom. goal display" in the configuration the program will raise the protocol window. Here the necessary protocol information can be added. This window will also come up by using the "Protocol" button. Additional protocol entries may be generated.

Protokoll-Fenster

The protocol window only asks for necessary information, e.g no player number is needed for free throw. Besides the protocol entries from the official VDST protocol form (Goal, Free throw, Penalty throw, Exchange of players, Referee ball, Warning, Disqualification, Time penalty and Time-out) there are the entry types "Initially out" for the players, who does not participate in the beginning of the game (reserve), and "Half time".
Attention: If the currently marked entry in the list shall not be overwritten, the "New entry" button must be used before.

The protocol will automatically saved in the file "Protokoll_<date>-<time>.html" (like the "Spiel-Info_<date>-<time>.txt"). This will happen not incessantly but only once at the end of the game. You can therefore save the protocol meanwhile with the button "Save protocol".

With "Show protocol" you can see the protocol file with a browser of your system (the current protocol file is saved before).


More information