<?xml version="1.0" ?>
<!DOCTYPE book PUBLIC "-//KDE//DTD DocBook XML V4.5-Based Variant V1.1//EN"
 "dtd/kdedbx45.dtd" [
  <!ENTITY kappname "&khangman;">
  <!ENTITY % addindex "IGNORE">
  <!ENTITY % German "INCLUDE"
><!-- change language only here -->
]>

<book id="khangman" lang="&language;">

<bookinfo>
<title
>Das Handbuch zu &khangman;</title>

<authorgroup>
<author
><firstname
>Anne-Marie</firstname
> <surname
>Mahfouf</surname
> <affiliation
> <address
>&Anne-Marie.Mahfouf.mail;</address>
</affiliation>
</author>
<othercredit role="translator"
><firstname
>Burkhard</firstname
><surname
>Lück</surname
><affiliation
><address
><email
>lueck@hube-lueck.de</email
></address
></affiliation
><contrib
>Übersetzung</contrib
></othercredit
> 
</authorgroup>


<copyright>
<year
>2001</year
><year
>2009</year>
<holder
>&Anne-Marie.Mahfouf;</holder>
</copyright>

<legalnotice
>&FDLNotice;</legalnotice>


<date
>2016-04-25</date>
<releaseinfo
>3.0 (Applications 16.04)</releaseinfo>

<abstract>
<para
>&khangman; is the classic hangman game for children. </para>
</abstract>

<keywordset>
<keyword
>KDE</keyword>
<keyword
>kdeedu</keyword>
<keyword
>KHangMan</keyword>
<keyword
>Galgenmännchen</keyword>
<keyword
>Spiel</keyword>
<keyword
>Kind</keyword>
<keyword
>Wörter</keyword>
</keywordset>

</bookinfo>

<chapter id="introduction">
<title
>Einleitung</title>

<para
>&khangman; is a game based on the well-known hangman game. It is aimed at children aged six and over. The game has several categories of words to play with and among them: Animals, Clothing, Computers, Currencies, Easy and Fruits. A word is picked at random, the letters are hidden, and you must guess the word by trying one letter after another. Each time you guess a wrong letter, part of a picture of a hangman is drawn. You must guess the word before being hanged! You have 10 tries. </para>

</chapter>

<chapter id="using-khangman">
<title
>&khangman; spielen</title>

<screenshot>
<screeninfo
>Hier ist ein Bildschirmfoto von &khangman;, wenn Sie es zum ersten Mal starten </screeninfo
><mediaobject>
<imageobject>
<imagedata fileref="khangman-main.png" format="PNG"/>
</imageobject>
<textobject>
<phrase
>Bildschirmfoto von &khangman;</phrase>
</textobject>
</mediaobject>
</screenshot>

<para
>Here you can see &khangman; as it is the first time you run it. Category is Animals, language is default (English here, the default is your current &kde; language if the data exists), the theme is <quote
>Notes</quote
>. Any changes in category, language or theme (background) are written in the configuration file and restored in your next game. </para>

<para
>Please note how easy it is to change the theme, just click on the button on the bottom toolbar. Getting a new word and quitting the game are also easily done by clicking on the corresponding buttons on the toolbars. </para>

<sect1 id="general-usage">
<title
>Einführung</title>

<para
>A word is chosen and its letters are displayed as an underscore (_) symbol. You know how many letters there are in the word. You have to guess the word by trying one letter after another. You type the letter on the keyboard or select them with the &LMB;. If the letter belongs to the word the background color of the letter will change to green, otherwise to red.</para>

<para
>The letter keys in the game window allow you to play &khangman; in foreign languages without changing your keyboard layout.</para>

<para
>Das Wort wird zufällig ausgesucht, bei jedem Spiel ein anderes Wort. </para>

<important
><para
>Alle Wörter sind Nomen (keine Verben, keine Adjektive, &etc;).</para
></important>

<para
>If you need help guessing the word, you can click on the <inlinemediaobject
><imageobject
> <imagedata fileref="help-hint.png" format="PNG"/></imageobject
></inlinemediaobject
> icon in the toolbar and a hint will be displayed to give you some clue about the word. Clicking this icon again will hide the hint. </para>

<para
>Hints are not displayed by default. </para>

<para
>Usually, it is not important whether you type in lowercase or uppercase. The program converts all input into an uppercase letter. The program does that automatically. </para>

<para
>The current category, wins and losses are displayed in the window. </para>

<para
>Jedesmal, wenn Sie einen Buchstaben probieren, der nicht im Wort enthalten ist, wird das Galgenmännchen ein wenig weiter gezeichnet. Sie haben 10 Versuche, das Wort zu erraten. Danach wird das gesuchte Wort angezeigt. </para>

<para
>There are several categories of words available, depending on the selected language. The program scans for all data files in all languages and uses &kanagram; words files as well. </para>
<!--FIXME no difficulty levels in KF5?
<para>
In the easy category, the words are quite simple and related to everyday life.
It
is suitable for children from 6 to 9.  The animals category contains only names
of
animals so they are easier to find. Some of them are easy, others are more
difficult. In the medium category, the words are longer and more difficult. It
is
suitable for ages 9+. The hard category is just that, hard, &ie; the words are
difficult to spell and not very well known. This category is challenging, even
for
adults.
</para>
-->
<para
>After a word is guessed (or the hangman is completed), you are congratulated and the next word is presented. To quit the game click the <inlinemediaobject
><imageobject
><imagedata fileref="quit.png" format="PNG"/></imageobject
></inlinemediaobject
> icon in the top toolbar. </para>

<para
>You type the letter you want to try on the keyboard or select it with the &LMB;. If the letter belongs to the word the key is highlighted in green and the letter its place, as many times as it appears in the word. If the letter does not belong to the word, the key is highlighted red. You have ten tries and after that you lose and the correct word is displayed. </para>

<para
>During the game, you can choose to start a new game by clicking on the <inlinemediaobject
><imageobject
><imagedata fileref="go-next.png" format="PNG"/></imageobject
></inlinemediaobject
> on the bottom toolbar. You can also change the category of words clicking the current category .</para>

<para
>The look can easily be changed with theme button on the bottom toolbar.</para>

<!--Not in kf5?
<para
>You can also play the game with a local file installed on your machine
that you will open using the <guimenu
>Game</guimenu
> menu and choosing
<guimenuitem
>Open</guimenuitem
>.</para>
-->
</sect1>

<sect1 id="languages">
<title
>Spielen in unterschiedlichen Sprachen</title>
<para
>You can play &khangman; in many languages including: Brazilian Portuguese, Bulgarian, Catalan, Czech, Danish, Dutch, English (US and GB), Finnish, French, German, Hungarian, Irish (Gaelic), Italian, Norwegian (Bokm&#229;l), Norwegian (Nynorsk), Polish, Portuguese, Romanian, Spanish, Serbian (Latin and Cyrillic), Slovenian, Tajik, Swedish, Russian and Turkish. You can even try Chinese if you install the files from &kanagram;. </para>

<para
>By default, after the first installation of &khangman;, only English and your &kde; language if it is one of the above and if you have the corresponding kde-i18n package will be installed. For example if you are a Danish user and if you have &kde; in Danish, in Language you will see two items: English and Danish and Danish will be the default. </para>

<para
>You can still play &khangman; in other languages. It is very easy to add new data in &khangman;. All you need is a working Internet connection. You click on <inlinemediaobject
><imageobject
><imagedata fileref="get-hot-new-stuff.png" format="PNG"/></imageobject
></inlinemediaobject
> and a dialog appears, similar to this one: </para>

<screenshot>
<screeninfo
>Der Dialog <quote
>Neue Sachen abholen</quote
> für &khangman;</screeninfo>
<mediaobject
><imageobject>
<imagedata fileref="getnewstuff.png" format="PNG"/>
</imageobject
><textobject>
<phrase
>Der Dialog <quote
>Neue Sachen abholen</quote
> für &khangman;</phrase>
</textobject>
</mediaobject>
</screenshot>

<para
>Klicken Sie auf den Namen der gewünschten Sprache und dann auf den Knopf <guibutton
>Installieren</guibutton
>. Wurde die Sprache richtig installiert, wird dies durch einen grünen Haken vor dem Namen der Sprache angezeigt und der Knopf <guibutton
>Installieren</guibutton
> ändert sich zu <guibutton
>Deinstallieren</guibutton
>. Die Daten sind in &khangman; sofort verfügbar. Für weitere Sprachen müssen Sie diese Schritte wiederholen. Mit dem Knopf <guibutton
>Schließen</guibutton
> verlassen Sie den Dialog <quote
>Neue Sachen abholen</quote
>.  </para>

<para
>You can then easily change the language by clicking the language button and choose the new language. </para>

<para
>Please note that you the special characters in a language are displayed on the keyboard. Here you see buttons with an icon of each special character per language like &eacute; in French for example. Clicking on such a button will select the corresponding letter. You can of course also use the keyboard layout corresponding to the language. </para>

<!--FIXME still true in KF5? apparently khangman installs Dustismo_Roman + Domestic_Manners fonts
<important
><para>
Please note that you need Arial and URW Bookman fonts in order to display the
special characters correctly in some languages. Provided you have those fonts
installed, &khangman; will automatically use them. If you see small squares
instead of letters, then you may not have one of these fonts installed. Type
<command
>fonts:/</command
> into the &konqueror; address bar to check which fonts
you have installed. </para
></important
> -->
</sect1>

<sect1 id="few-tips">
<title
>Ein paar Tipps</title>
<para
>In English, try to guess the vowels first. Then have a go with the most common consonants: l, t, r, n, s. </para>
<para
>Wenn Sie <quote
>io</quote
> sehen, versuchen Sie es im Englischen oder Französischen (natürlich auch im Deutschen, d. Übers.) danach mit <quote
>n</quote
>. </para>

<para
>ou have to either type the accented letters yourself or click on them.. When you type <quote
>a</quote
>, only <quote
>a</quote
> is displayed and you have to type for example &atilde; for this letter to be displayed. </para>
<para
>Wussten Sie schon, dass im Englischen der häufigste Buchstabe das e (12,7&nbsp;%) ist, gefolgt vom t (9,1&nbsp;%), dann das a (8,2&nbsp;%), i (7,0&nbsp;%) und n (6,7&nbsp;%).  </para>
</sect1>

</chapter>

<chapter id="menus">
<title
>Menubar and Toolbars</title>

<sect1 id="mainwindow">
<title
>Das Hauptfenster von &khangman;</title>

<screenshot>
<screeninfo
>&khangman; Wüsten-Design</screeninfo>
<mediaobject>
<imageobject>
<imagedata fileref="khangman-desert.png" format="PNG"/>
</imageobject>
<textobject>
<phrase
>&khangman; Wüsten-Design</phrase>
</textobject>
</mediaobject>
</screenshot>

<para
>Here you have &khangman; with the Desert theme, French language and category <quote
>Animaux</quote
>. The special characters for french are shown here.</para>

<para
>The game has the main toolbar at the top of the window:</para>

<simplelist>
<member>
<inlinemediaobject
><imageobject
><imagedata fileref="play.png" format="PNG"/></imageobject
></inlinemediaobject
> or <inlinemediaobject
><imageobject
><imagedata fileref="pause.png" format="PNG"/></imageobject
></inlinemediaobject
> Start or stop a game </member>
<member
><inlinemediaobject
><imageobject
><imagedata fileref="settings_icon.png" format="PNG"/></imageobject
></inlinemediaobject
> Open the settings dialog </member>
<member
><inlinemediaobject
><imageobject
><imagedata fileref="dialog-information.png" format="PNG"/></imageobject
></inlinemediaobject
> About &khangman; </member>
<member
><inlinemediaobject
><imageobject
><imagedata fileref="about-kde.png" format="PNG"/></imageobject
></inlinemediaobject
> About &kde; </member>
<member
><inlinemediaobject
><imageobject
><imagedata fileref="handbook.png" format="PNG"/></imageobject
></inlinemediaobject
> View the &khangman; handbook </member>
<member
><inlinemediaobject
><imageobject
><imagedata fileref="get-hot-new-stuff.png" format="PNG"/></imageobject
></inlinemediaobject
> Download new language files from the Internet </member>
<member
><inlinemediaobject
><imageobject
><imagedata fileref="quit.png" format="PNG"/></imageobject
></inlinemediaobject
> Quit &khangman; </member>
</simplelist>

<para
>The bottom toolbar is displayed only when playing a game, if you pause the game this toolbar is hidden:</para>

<simplelist>
<member
><inlinemediaobject
><imageobject
><imagedata fileref="help-hint.png" format="PNG"/></imageobject
></inlinemediaobject
> - Display a hint about the word to guess </member>
<member
>A button to change the category</member>
<member
>Language selection</member>
<member
>Theme selection</member>
<member
>Reveal the word to guess</member>
<member
><inlinemediaobject
><imageobject
><imagedata fileref="go-next.png" format="PNG"/></imageobject
></inlinemediaobject
> Load the next word and start a new game </member>
</simplelist>

<para
>Alle Wörter sind Nomen. Keine Verben, keine Adjektive. Die gewählte Kategorie wird in der Statusleiste angezeigt.</para>
<para
>Nur Buchstaben können in das Textfeld eingegeben werden.</para>
</sect1>

<sect1 id="settings">
<title
>Settings</title>

<screenshot>
<screeninfo
>&khangman; settings</screeninfo>
<mediaobject>
<imageobject>
<imagedata fileref="settings.png" format="PNG"/>
</imageobject>
<textobject>
<phrase
>&khangman; settings</phrase>
</textobject>
</mediaobject>
</screenshot>

<!--FIXME Not displayed ?
Hint show duration
The duration for showing the hint for the actual word
-->
<para
>The <guilabel
>Word resolve time in seconds</guilabel
> sets the maximum allowed time for resolving the word in &khangman;. Default value is 120 seconds. Young children will need more time to understand the game, for adults reduce the resolve time to keep the game exciting. </para>

<para
><guilabel
>Score Multiplying Factor</guilabel
> determines the factor by which the scores will be multiplied. </para>

<para
>If you check <guilabel
>Sounds</guilabel
> then a sound will be played on new game and another sound will be played when you win a game. </para>

</sect1>

</chapter>

<chapter id="developers">
<title
>Entwicklerdokumentation für &khangman;</title>

<sect1 id="changing-words">
<title
>Wörter für eine neue Sprache für das Spiel</title>

<para
>Please follow the procedure and then send the files tarred and gzipped to the <ulink url="https://mail.kde.org/mailman/listinfo/kde-edu"
>kde-edu mailinglist</ulink
>. </para>
<para
>Please have a look in &khangman; <inlinemediaobject
><imageobject
><imagedata fileref="get-hot-new-stuff.png" format="PNG"/></imageobject
></inlinemediaobject
> in the top toolbar to see if your language is available yet. If it is, then you can check if it contains <emphasis
>hints</emphasis
>. </para>
<para
>Die Wörter der Standardkategorien werden in 4 einzelnen Dateien gespeichert, um verschiedene Spielstufen anzulegen. Die Dateien finden Sie in <filename class="directory"
>/khangman/data/</filename
>. Die Datei <filename
>easy.kvtml</filename
> ist für die Stufe <quote
>Einfach</quote
>, die Datei <filename
>medium.kvtml</filename
> für die Stufe <quote
>Mittel</quote
>, die Datei <filename
>animals.kvtml</filename
> für die Stufe <quote
>Tiere</quote
> und die Datei <filename
>hard.kvtml</filename
> für die Stufe <quote
>Schwer</quote
>.</para>
<para
>Englisch ist die Standardsprache und wird daher als einzige Sprache mit &khangman; installiert. Alle weiteren Sprachdateien sind in den entsprechenden Sprachpaketen kde-l10n enthalten. </para>
<procedure>
<step>
<para
>Die Wortdateien haben das <quote
>kvtml</quote
>-Format. Das Tag <sgmltag class="starttag"
>text</sgmltag
> ist für ein Wort und <sgmltag class="starttag"
>comment</sgmltag
> für den Tipp. Diese sind in einem Tag <sgmltag class="starttag"
>entry</sgmltag
> zusammengefasst. Versuchen Sie den Tipp an den Schwierigkeitsgrad anzupassen. Die Kategorie <guimenuitem
>Leicht</guimenuitem
> braucht auch einen einfachen Tipp, aber für <guimenuitem
>Schwer</guimenuitem
> sollten Sie eine Definition aus dem Wörterbuch verwenden. Versuchen Sie keine Wörter derselben Sprachfamilie zu benutzen, das könnte das Wort zu einfach verraten!</para>

<para
>Beachten Sie, dass Sie beim Bearbeiten die Kodierung <emphasis role="bold"
>UTF-8</emphasis
> benutzen müssen. Wenn Ihr Editor dies nicht kann, benutzen Sie &kwrite; oder &kate;. Wenn Sie eine Datei in &kwrite; oder &kate; öffnen, können Sie die Kodierung <quote
>utf8</quote
> in der Auswahlbox am oberen Rand des Öffnen-Dialogs auswählen.</para>

<para
>Eine Beispieldatei im <quote
>kvtml</quote
>-Format sieht wie folgt aus:</para>
<programlisting
><markup>
&lt;?xml version="1.0"?&gt; 
&lt;DOCTYPE kvtml PUBLIC "kvtml2.dtd"
"http://edu.kde.org/kanagram/kvtml2.dtd"&gt; 
&lt;kvtml version="2.0"&gt; 
&lt;information&gt;
    &lt;generator&gt;converter&lt;/generator&gt;
    &lt;title&gt;Animals&lt;/title&gt;&lt;!--Translate tag content--&gt;
    &lt;comment&gt;Animals from across the
planet&lt;/comment&gt;&lt;!--Translate tag content--&gt;
  &lt;/information&gt;
  &lt;identifiers&gt;
    &lt;identifier id="0" &gt;
      &lt;locale&gt;en&lt;/locale&gt;
    &lt;/identifier&gt;
  &lt;/identifiers&gt;
...
&lt;entry id="0" &gt;
      &lt;inactive&gt;false&lt;/inactive&gt;
      &lt;inquery&gt;false&lt;/inquery&gt;
      &lt;translation id="0" &gt;
        &lt;text&gt;bear&lt;/text&gt;&lt;!--Translate all text tags
content--&gt;
        &lt;comment&gt;Large heavy animal with thick
fur&lt;/comment&gt;&lt;!--Translate all comment tags content--&gt;
      &lt;/translation&gt;
    &lt;/entry&gt;
...
&lt;/kvtml&gt;
</markup
></programlisting>
</step>
<step>
<para
>Am Anfang der Datei sollten Sie den Inhalt der Tags <sgmltag class="starttag"
>title</sgmltag
> und <sgmltag class="starttag"
>comment</sgmltag
>, die vom Tag <sgmltag class="starttag"
>information</sgmltag
> umschlossen sind, übersetzen. Der Inhalt von title erscheint im Menü Kategorie (wo der Benutzer die Datei auswählt). </para>
</step>
<step>
<para
>Im Tag <sgmltag class="starttag"
>identifier</sgmltag
> ersetzen Sie den Inhalt en des Tags <sgmltag class="starttag"
>locale</sgmltag
> durch Ihren Ländercode, &eg; de.</para>

<para
>Bitte übersetzen Sie nicht die Dateinamen, da Dateinamen keine Sonderzeichen enthalten dürfen. Speichern Sie Ihre Datei darum bitte mit demselben englischen Dateinamen ab.</para>
</step>
<step>
<para
>Bearbeiten Sie alle angegebenen kvtml-Dateien in einem Texteditor (verwenden Sie zur Erleichterung eine Hervorhebung für &XML;) und ersetzen Sie jedes Wort innerhalb der Marke <sgmltag class="starttag"
>text</sgmltag
> durch ein übersetztes Wort und jeden Tipp innerhalb der Marke <sgmltag class="starttag"
>comment</sgmltag
> durch einen übersetzten Tipp. Sie müssen die Tipps nicht direkt übersetzen, aber versuchen Sie die Länge und die Schwierigkeit der Worte etwa beizubehalten. </para
> 

<para
>You can include words with white space or - in them, in that case the white space or the - will be shown instead of the _. Please contact the <ulink url="https://mail.kde.org/mailman/listinfo/kde-edu"
>kde-edu mailinglist</ulink
> if there is anything special related to your language so I can adapt the code to it (especially the special and accented characters). </para>
</step
>	

<step>
<para
>Sie können die Worte einfach übersetzen, oder auch gemäß der Schwierigkeit neue hinzufügen oder anpassen. Zum Beispiel ist <quote
>Tisch</quote
> im Deutschen ein <quote
>leichtes</quote
> Wort, aber in Ihrer Sprache könnte es schwerer sein. Passen Sie die Wörter ruhig auf die Bedürfnisse Ihrer Sprache an. Die Anzahl der Wörter in einer Datei ist nicht wichtig, Sie können so viele Wörter hinzufügen, wie Sie möchten.</para>

<para
>Beachten Sie, dass alle Wörter Nomen sind.</para>

</step>

<step>
<para
>You can then commit your files in <emphasis
>l10n-kde4/&lt;lang_code&gt;/data/kdeedu/kdeedu-data/</emphasis
>. Do not forget to update the CMakeLists.txt file as well. Please contact the <ulink url="https://mail.kde.org/mailman/listinfo/kde-edu"
>kde-edu mailinglist</ulink
> if you need further information. When you send the files, please do not forget to mention any <emphasis role="bold"
>special characters</emphasis
> used in your language (put them in a text file, one per line and add this file in the tarball) and please mention any other specificity.</para>
<para
><emphasis
>Spielen Sie niemals die Dateien im BRANCH ein, das könnte das Spiel unbrauchbar machen.</emphasis
></para>
</step>
</procedure>
<para
>Vielen Dank für Ihre Mithilfe!</para>
</sect1>

<sect1 id="internal">
<title
>Speicherung der Daten von &khangman;</title>
<para
>When you get a new language via <menuchoice
><guimenu
>Game</guimenu
> <guimenuitem
>Get Words in New Language...</guimenuitem
></menuchoice
>, the new language data is stored in <filename class="directory"
>$XDG_DATA_HOME/share/apps/kvtml/</filename
> in the language code folder. The available language dir names are also stored in the &khangman; config file in <filename
>$XDG_DATA_HOME/share/config/khangmanrc</filename
>. </para>
<para
>The provider name (i.e. the address of the website where to download the new languages) is stored in <filename
>$XDG_DATA_DIRS/share/apps/khangman/khangmanrc</filename
>. </para>
<para
>The English language (default) and the user language from his i18n package(s) (if available) are stored in <filename class="directory"
>$XDG_DATA_DIRS/share/apps/kvtml</filename
>. </para>
<para
>In the configuration file, stored for each user in <filename
>$XDG_DATA_HOME/share/config/khangmanrc</filename
> are saved all the game settings such as the background, last category played, ... plus the files that were downloaded from the <guilabel
>Get Hot New Stuff!</guilabel
> dialog. </para>
</sect1>
</chapter>

<chapter id="credits">

<title
>Danksagungen und Lizenz</title>

<para
>&khangman; </para>
<para
>Programm Copyright 2001-2007 &Anne-Marie.Mahfouf; &Anne-Marie.Mahfouf.mail; </para>
<para
>Mitwirkende: <itemizedlist>
<listitem
><para
>Galgenmännchen-Grafiken: Renaud Blanchard <email
>kisukuma@chez.com</email
></para
> </listitem>
<listitem
><para
>Töne: Ludovic Grossard <email
>ludovic.grossard@libertysurf.fr</email
></para
> </listitem>
<listitem
><para
>Ehemaliger Betreuer: &Primoz.Anzur; &Primoz.Anzur.mail;</para
> </listitem>
<listitem
><para
>Schwedischen Datendateien, Programmierhilfe, transparente Bilder und Hilfe bei der Internationalisierung: Stefan Asserhäll <email
>stefan.asserhall@telia.com </email
></para
> </listitem>
<listitem
><para
>Spanische Datendateien: eXParTaKus <email
>expartakus@expartakus.com </email
></para
> </listitem>
<listitem
><para
>Tipps für die spanischen Datendateien: Rafael Beccar <email
>rafael.beccar@kdemail.net </email
></para
> </listitem>
<listitem
><para
>Dänische Datendateien: Erik Kjaer Pedersen <email
>erik@mpim-bonn.mpg.de </email
></para
> </listitem>
<listitem
><para
>Finnische Datendateien: Niko Lewman <email
>niko.lewman@edu.hel.fi </email
></para
> </listitem>
<listitem
><para
>Brasilianisches Portugiesische Datendateien: João Sebastião de Oliveira Bueno <email
>gwidion@mpc.com.br </email
></para
> </listitem>
<listitem
><para
>Katalanische Datendateien: Antoni Bella <email
>bella5@teleline.es </email
></para
> </listitem>
<listitem
><para
>Italienische Datendateien: Giovanni Venturi <email
>jumpyj@tiscali.it </email
></para
> </listitem>
<listitem
><para
>Holländische Datendateien: Rinse <email
>rinse@kde.nl </email
></para
> </listitem>
<listitem
><para
>Portugiesische Datendateien: Pedro Morais <email
>morais@kde.org </email
></para
> </listitem>
<listitem
><para
>Serbische (Kyrillisch und Latein) Datendateien: Chusslove Illich <email
>chaslav@sezampro.yu </email
></para
> </listitem>
<listitem
><para
>Slowenische Datendateien: Jure Repinc <email
>jlp@holodeck1.com </email
></para
> </listitem>
<listitem
><para
>Tschechische Datendateien: Luk&aacute;&scaron; Tinkl <email
>lukas@kde.org </email
></para
> </listitem>
<listitem
><para
>Tadschikische Datendateien: Roger Kovacs <email
>rkovacs@khujand.org </email
></para
> </listitem>
<listitem
><para
>Norwegische (Bokm&#229;l) Datendateien: Torger &#197;ge Sinnes <email
>torg-a-s@online.no </email
></para
> </listitem>
<listitem
><para
>Ungarische Datendateien: Tamas Szanto <email
>tszanto@mol.hu </email
></para
> </listitem>
<listitem
><para
>Norwegische (Nynorsk) Datendateien: Gaute Hvoslef Kvalnes <email
>gaute@verdsveven.com </email
></para
> </listitem>
<listitem
><para
>Türkische Datendateien: Mehmet &Ouml;zel <email
>mehmet_ozel2003@hotmail.com </email
></para
> </listitem>
<listitem
><para
>Bulgarische Datendateien: Radostin Radnev <email
>radnev@yahoo.com </email
></para
> </listitem>
<listitem
><para
>Irische (Gälische) Datendateien: Kevin Patrick Scannell <email
>scannell@slu.edu </email
></para
> </listitem>
<listitem
><para
>Hilfe beim Programmieren: &Robert.Gogolok; &Robert.Gogolok.mail;</para
> </listitem>
<listitem
><para
>Programmierhilfe: Benjamin Meyer <email
>ben @meyerhome.net</email
></para
> </listitem>
<listitem
><para
>Programmfehler beseitigt durch: Lubos Lun&agrave;k <email
>l.lunak@kde.org</email
></para
> </listitem>
<listitem
><para
>Programmfehler beseitigt durch: Albert Astals Cid &Albert.Astals.Cid.mail;</para
> </listitem>
<listitem
><para
>Studie über die Bedienbarkeit: Celeste Paul <email
>seele@obso1337.org</email
></para
> </listitem>
</itemizedlist>
</para>

<para
>Copyright der Dokumentation 2001-2007 &Anne-Marie.Mahfouf;&Anne-Marie.Mahfouf.mail; </para>

<para
>Übersetzung Burkhard Lück<email
>lueck@hube-lueck.de</email
></para
> 
&underFDL; &underGPL; </chapter>

&documentation.index;
</book>
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