Provided by: sgt-puzzles_8853-2_i386

#### NAME

```       dominosa - domino puzzle game

```

#### SYNOPSIS

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

dominosa --version

```

#### DESCRIPTION

``` that is, one instance of every (unordered) pair of numbers from 0 to 6 â has been arranged irregularly into a rectangle; then the number in each square has been written down and the dominoes themselves removed. Your task is to reconstruct the pattern by arranging the set of dominoes to match the provided array of numbers.
A normal set of dominoes â.PP This puzzle is widely credited to  O.  S.
Adler, and takes part of its name from those initials.

```

#### Dominosacontrols

```       Left-clicking between any two adjacent numbers places a domino covering
them, or removes one if it is already present. Trying to place a domino
which overlaps existing dominoes will remove the ones it overlaps.

Right-clicking  between two adjacent numbers draws a line between them,
which you can use to remind yourself that you know  those  two  numbers
are  not  covered  by a single domino. Right-clicking again removes the
line.

You can also use the cursor keys to move a cursor around the grid. When
the  cursor  is  half  way  between  two adjacent numbers, pressing the
return key will place a domino covering those numbers, or pressing  the
space  bar  will  lay  a line between the two squares. Repeating either
action removes the domino or line.

(All the actions described below are also available.)

```

#### Dominosaparameters

```       These parameters  are  available  from  the  â.IP  "Maximum  number  on
dominoes"  Controls  the size of the puzzle, by controlling the size of
the set of dominoes used to make it. Dominoes with numbers going up  to
N  will give rise to an (N+2) Ã (N+1) rectangle; so, in particular, the
default value of 6 gives an 8Ã7 grid.

Ensure unique solution
Normally, Dominosa will make sure that the puzzles  it  presents
have  only  one solution. Puzzles with ambiguous sections can be
more difficult and sometimes more subtle, so if you like you can
turn  off this feature. Also, finding all the possible solutions
off this option can also speed up puzzle generation.

```

#### Commonactions

```       These  actions are all available from the â.PP (On Mac OS X, to conform
with local user interface standards, these actions are situated on  the
â.IP "New game (âStarts a new game, with a random initial state.

Restart game
Resets  the  current  game  to  its  initial state. (This can be
undone.)

Save   Saves the current state of your game to a file on disk.

(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
it’s hard to think of a sensible printable representation of Fifteen!)
course â.IP "Undo (âUndoes a single move. (You  can  undo  moves
back to the start of the session.)

Râ, Ctrl+âRâ)                                                      Redo
(â.
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
transformations.

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 â.RE

Qâ,
Ctrl+âQâ)
Quit (â.
Closes the application entirely.

```

#### SpecifyinggameswiththegameID

```       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  â.PP  You  can  enter either of these pieces of text back into the
program (via the same â.PP 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:

â.
Descriptive game IDs tend to be longer in many puzzles (although
some,   such   as   Cube   (cube(6)),   only   need  very  short
descriptions). 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.

â.
Any text at all  is  a  valid  random  seed.  The  automatically
generated  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
generated puzzle before anybody else.

â.
It is often possible to convert puzzles from other sources (such
"
as â.IP "âRandom 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
program as yours.
(Use the â.RE

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 random 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  generating  puzzle  grids,  and  is  not
important  when  playing them. Thus, for example, the difficulty
level in Solo (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
â.SH  "The â.PP The â.PP The â.SH "Specifying game parameters on
the command line"

(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 â.PP If you run the game with just that parameter text
on the command line, it will start  up  with  the  settings  you
specified.

Octahedronâ from the âTypeâ menu, and then go to the game ID selection, you will see a string of the form âo2x2#338686542711620â. Take only the part before the hash (âo2x2â), and start Cube with that text on the command line: âcube o2x2â.
For  example:  if you run Cube (see cube(6)), select â.PP 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
â.SH "Unix command-line options"

(This section only applies to the Unix port.)

In addition to being able to  specify  game  parameters  on  the
command line (see above), there are various other options:

--game

--load These options respectively determine whether the command-
line argument is treated as specifying game parameters or
a  save  file  to  load. Only one should be specified. If
neither of these options is specified, a  guess  is  made
based on the format of the argument.

--generate n
If  this  option  is specified, instead of a puzzle being
displayed, 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
displayed,  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 wÃh, 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  descriptive  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 7Ã7 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.

--save file-prefix [ --save-suffix file-suffix ]
If this option is specified, instead of  a  puzzle  being
displayed,  saved-game  files  for  one  or more unsolved
puzzles  are  written  to  files  constructed  from   the
supplied prefix and/or suffix.

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  descriptive  or  random  seeds;  see
above), in the same format produced by --generate.

For example:

net --generate 12 --save game --save-suffix .sav

will  generate twelve Net saved-game files with the names
game0.sav to game11.sav.

--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).

```

#### SEEALSO

```       Full documentation in /usr/share/doc/sgt‐puzzles/puzzles.txt.gz.
```