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1.                     Game State       Input Controller Sub System             PlayState         TouchEventHandlerAdapter         2      e      DoS ee          L e a e a A  es e ee Ep    l  L   3       MenuState                                            GameLooperFarcade    IColiderstrategy Physics IPhysicsStrategy    l    l    J      l      i       i    SegmentColideStrategy ObjectColideStrategy RightBodyPhysicsSrategy SortBodyPhysicsSrategy    Fig 6 Class Diagram Show Engine Structure             MVP     Extend MVP       Sent input Check Extend Use Extend Sent input  l       Send data Request data    Model Extent                               J l    Send output Sent output    l Send data Request dath                        Fig 7 Class Diagram Show Dataflow of Extend Structure in Game Engine    QO  V hopi PER A    W Picture Format Fa As Picture Size A    QO  Vv JPG ribs V GIF A V Use Default A iT 800 x 600 A V 1024 x 928 A a Use nA Size A      Use Default TET AT    Fig 8 Little Jill Diagram Showing Mod Management from Exception Handling Pattern for Game Mod for Satisfaction    ISBN  978 988 19251 8 3 IMECS 2013  ISSN  2078 0958  Print   ISSN  2078 0966  Online     
2.     A  Game Engine    Game engine is the design structure to assist the software  development process  The focus of game engine  development is that it must be simple to learn and use   Game engine development is a core of game development  since it always includes special features that can be  inherited to the next game  2  3  4   The special feature  includes functional requirements and non functional  requirements  Furthermore  the game engine has been  designed in a variety of features to serve various user  needs  For example  the game engine may allow user to  select different types of user interface devices such as  mouse  joystick or keyboard     B  Mod or Modification   Game developers develop elements such as game rules   behavioral  character based on the game engine  The game  engine allows new game rules or game components to be    IMECS 2013    created from plug ins  5 6  or by reusing elements  Some  game engines have provided channels for ease of use  such  as script languages or support tools for simple use  which  can be used to create a new game  called a modification or  Mod    The Mod is an innovation idea occurring from the end  user concept or the end user gaming experience  The  requirements for game modification comes from a specific  group of user  The results of mod are not a new creation   but rather only the extension of the original game  Some of  them can work stand alone but mod relies on the original  system  Mods also lead to the gathering of
3.  2  Little JIL Syntax  12           Game Engine             Platform  Support             Input  Support    Sound  Support          Graphical  Support                      ISBN  978 988 19251 8 3    Al Support          Physics  Support          Sequential  Parallel    Choice    Try    3 gt                   Completion    Continuation    Restart    Rethrow    wv   gt   a  t    Fig 3  Little JIL Sequencing Icons and Exception Continuation Icons   12     Design Test Cases of Customize Interface                  Z                      V       pply Exception Handling Pattern in Design            Problem analyst             Design Game Engine for Mod                        a  Design Evaluation Exception handling pattern    Fig 4  The proposed framework of applying exception handleing for a  software game modification performs by end user software engineer    Extend  Support       Extented       Support             Platform          Input             Sound                      Extension  Management          Addition  Management          Addition  Feature  Management          Fig 5 feature component of game engine    ISSN  2078 0958  Print   ISSN  2078 0966  Online        Graphic          Object          Game State             Other          IMECS 2013    Proceedings of the International MultiConference of Engineers and Computer Scientists 2013 Vol I   IMECS 2013  March 13   15  2013  Hong Kong          Extend MVP   Object Pool      Modal A Model B  ObjectPool          GameObject    
4.  Extend MVP will  activate to perform the similar assigned task as the  correspond MVP as shown in Fig 7  From Fig 7  there are 4  patterns used for modification for the defined strategies  1   MVP Pattern of the engine  It is a main function for  controlling the input and output process of the system  2   Bridge Pattern  It is use as a middle man provding the  interfaces between MVP pattern and Extend MVP pattern   3  Exception Handling  It help filter and monitor the result  of modification in extend MVP  Exception Pattern is  chosen for a specific case of error  4  Extend MVP  It  perfroms the function on behalf of MVP once there is a  modification    The description of the pattern characteristic at the  behavioral level consists of the system functionality along  with the applications to use the pattern to monitor the  unwanted conditions or errors that could have been created  during the interface modification or customization during  mod  The guidelines to resolve the occurred errors using  the analysis with Little JIL diagram to show the structure   sample cases and functionality of pattern are shown in the  Table V    In order to illustrate our concept  an example of user  satisfaction case is elaborated in detail using pattern format  as shown in table VI  In addition  by applying with Little   Jill  the result of how exception handeling will be  performed for each substep is shown in Fig  8     D  Pattern Implementation Evaluation   Tools are developed using open so
5.  end users in  development  leading to new learning in social groups with  different cultures  In some cases  the mod may be a  prototype of game in the next generation  Mods have been  divided into 4 categories    1  User Interface Customization   The game players or the end users can customize the  interface to meet the user requirements in these areas  a   Customize the interface to create the unique or personalized  interface that meets the user requirements  b  Customize the  display to improve the performance and or the functionality  of the usage  and c  Customize the interface to support the  new modules when newer modules or newer functions are  released that may affect the user interface    2  Game Conversions   The game functions or game rules can be customized by  the game players or the end users    3  Machinima   The game engine can be customized the game for other  functions such as to create cinematic productions or  movies    4  Hacking Closed Game Systems   The end users customize the games against the copyright  software for a malicious intent towards other users or other  systems  or sometimes  to create some advantages to the  users that are more than what the developers originally  allowed     C  End User Software Engineer   Software users tend to have new differing idea or  extended idea from the original implementation   s features    This is a specific need from the specific group of users   Thus  there is a collaboration for developemt of users who  
6.  model view presenter mvp vs model view controller mvc aspx     Last Accessed  September 03  2012     Martin Hunter     The MVPC Software Design Pattern     Tidying  the House 2006  p 1 5   Ali Gokalp Peker and Tolga Can  A Design Goal and Design  Pattern Based Approach for Development of Game Engines for  Mobile Platforms   The 16th International Conference on  Computer Games  2011   Barbara Staudt Lerner Stefan Christov  Alexander Wise Leon J   Osterweil  Exception Handling Patterns for Processes     WEH   08  Proceedings of the 4th International Workshop on Exception  Handling  p 55 61    Can user predict the expected results after entering any action   Are there any diagram or tool used to simplify the presentation     Are there any tool used help measure power consumption of reference  implementation    Does the design concern memory efficiency and consumption    Are there a comparison evaluation between the typical platform and the  different target platforms     Does the design using the appropriate design pattern such as using the  adapter pattern for input controller design        Adding steps to fix the process action must be taken to record the error and possibly provide partial  fixing    Retry Adding steps to fix the process and return to the conditions operation     Exception Driven  Rework  3  Aborting   Cancelling Reject  behavior Compensate    ISBN  978 988 1925 1 8 3  ISSN  2078 0958  Print   ISSN  2078 0966  Online     Check and insert modified behavior  It
7.  used to  manage exception flow of processes and to controlled the  Operation with greater accuracy and flexibility  The  exception handling pattern categories is listed in Table II   2   12      IV  Defined Exception Handling Method for Mod   Our research objective is to apply exception handling  patterns to control errors caused by game modification  operated by end user software engineer for game engine  design    From our analysis of problems occure during Mod  we  can indentify the causes the problems into 2 types  1  from  user perform the modification and 2  from the design of  game engine that does not provide a sufficient fuction to  handle such error    We proposed a framework help reduce the game  modification error is presented in details as shown in Fig 4     A  Identify Candidate Customization Types of User  Interface     This step starts from the study of Mod method from  various sources such as related research papers  5  6  and  then analyze the possible ways of game design  customization in order to identify user interface Mod types  as shown in Table III  and the feasible errors may occur  according to each type as shown in Table III     ISBN  978 988 1925 1 8 3  ISSN  2078 0958  Print   ISSN  2078 0966  Online     Proceedings of the International MultiConference of Engineers and Computer Scientists 2013 Vol I   IMECS 2013  March 13   15  2013  Hong Kong    In each customization case  errors can occur in a variety  of formats and may need different method t
8.  will continue when success all required conditions     Insert for checking operation  To ignore when the conditions operation failed   To reverse action back to the previous step if the condition fails        IMECS 2013    Proceedings of the International MultiConference of Engineers and Computer Scientists 2013 Vol I   IMECS 2013  March 13   15  2013  Hong Kong    Table II Show Category purpose and Example of user interface customize    User Interface Customized Case Examples  Customization Category    1  Customize unique Satisfaction Customization aesthetic  Example  change the image  interface    2  Customizing the display   Function   Performance  3  Customize interface Adapt  cause of expansion modules   Maintenance    Table IV Structures  examples and pattern usage for satisfaction modifications    Pattern Purpose  To handle errors that Guidelines for resolving errors that occur   occur in the case    User satisfaction Customization for uniqueness The mod can be used to display another display screen that is unique or different from the  original model     Specific Customization for specific Upon error  cancel the customized form  and use the default to enable continued operation   applications display    Inserting additional operations Cancelling the operation or adjusting the order of operation to return to normal operation    Specific applications For exposure to that work  Example   adds event voice   change color for apparent        which may result in cancelling 
9. 13  March 13   15  2013  Hong Kong    REFERENCE    Burnett  M   Cook  C   Rothermel  G      End User Software  Engineering     Communications of the ACM 47 9  2004  53 58  Barbara Staudt Lerner and Stefan Christov   Exception Handling  Patterns for Process Modeling   IEEE Transactions on Software  Engineering  Vol  36  No  2  March April 2010  p 162 183  Stephen Tang and Martin Hanneghan  Game Content Model   Stephen Tang and Martin Hanneghan  An Ontology for  Documenting Serious Game Design   2011 Developments in E   systems Engineering  p  431 431   Seung Hun Lee   Gum Hee Lee   Hyun Hoon   Doo Heon Song  and Sung Yul Rhew   An Empirical Model of the Game Software  Development Processes   Proceedings of the 4th International  Conference on Software Engineering Research  Management and  Applications  SERA   06    Magy Seif El Nasr and Brian K Smith  Learning Through Game  Modding   ACM Computers in Entertainment  Vol  4  No  1   January 2006  p 1 20   Walt Scacchi   Modding as a Basis for Developing Game  Systems   Ist International Workshop on Games and Software  Engineering  GAS 2011  p  5 8   M  Burnett     What is end user software engineering and why does  it matter      In 2nd International Symposium on End User  Development 2009  p 15 28   Andrew J Ko      The State of the art in end user software  engineering     ACM Computer Survey 2011 21    Model View Presenter  MVP  VS Model View Controller    MVC    Available http   blog vuscode com malovicn archive 2007 12 18  
10. Proceedings of the International MultiConference of Engineers and Computer Scientists 2013 Vol I   IMECS 2013  March 13   15  2013  Hong Kong    Applying Exception Handling Patterns for  User Interface Customization  in Software Games Modification    Thitipong Tengtrirat and Nakornthip Prompoon    Abstract  There may be an error that usually occurs during  the use of software  It may appear in different forms and may  result in different effects  Developer should perform software  verification and validation and make correction in order to  reduce the chance of software mulfunction  In software game   end user is allowed to modify software especially interface  customization  This may easily cause an error  This research  presents a method for error detection and management for  software game modification using exception handling patterns  and game engine  The proposed method can be applied to  other similar software types     Index Terms  Game Engine  Design Pattern  Software Games  Modification  User Interface Customization    I  INTRODUCTION    oftware development is a continuous improvement in   term of product features in order to earn the software   satisfies the change of user requirements  Usually  developer makes software feature extension by developing  a plug in package so it can perform according to the change  of requirements  However  in software game development   there is a chace that an end user may modifiy feature of  software game to meet his her requiremen
11. e is another research 11  using Little JIL for  exception handeling patterns illustration  Little JIL is a  hierarchically scoped process language with a graphical  syntax and semantics that are precisely defined by finite  state machines  It can be used to explain a runtime  environment that allows execution on a distributed  platform     The basic unit of Little JIL processes is the step   represented graphically by an iconic black bar as is shown  in Fig 2   12  Little JIL use 2 types of symbols to represent  normal behavioral  called substep  and exceptional  behavioral as shown in Fig 3     1  Substep part   Little JIL substep decomposition is represented by  having substep icons connected to the left side of the parent  step icon by edges  The edges are annotated with  specifications of the artifacts that are passed as parameters  between the parent and child steps  Each parent step  specifies the execution order of its substeps using one of  the four sequencing icons  shown in Figure 3  They appear  in the step bar above the point where the substep edges are  attached  There are four different sequencing icons   1   Sequential which indicates that the substeps are executed in  order from left to right  2  Parallel which indicates that the    IMECS 2013    substeps can be executed in any order   3  A choice which  allows any one of the substeps to be executed   4  Try  which indicates that the substeps are executed left to right  until one succeeds   2  Exception Handli
12. ed Extension Checker  Examines the operation under the condition of the extension    Alternative Ordered Alternative  The choice of other extensions which behave in the same format as the source  The behavior of the  alternative is to run indefinitely until the defined condition is detected  In case of the happening of the unsatisfied  condition  the system will use the default to replace the mod and report the error message    Unordered Extension Checker  Examines the operation under the condition of the extension     Alternative Unordered Alternative  The choice of other extensions which behave in differnt format from the source  The behavior of  the alternative is to run indefinitely until the defined condition is detected  In case of the happening of the unsatisfied  condition  the system will use the default to replace the mod and report the error message    Compensate Extension Checker  Examines the operation under the condition of the extension    Use Default  Use default system instead of mod   Compensate  Modify operations to use the default system instead of the mod according to the relevant conditions   Example Customizating the interface by changing the background of the game menu  using a file with a GIF extension  First  the system will store the   Shown in default configuration of the game without customization as the default value and store the customization  mod   before determining whether  Figure 9  there has been modification  Second  determine if the mod 
13. gic as a component  The view also has more dependency  with the user interface  that is  when the code is changed  it  affects the user interface  This makes the system to be  more complex  harder to test  and harder to maintain    MVP Pattern is a model that separates control or logic  from view  called the Presenter  making the view only for  presentation and interface with user  The presenter is  mainly responsible for receiving input data from the view  to manage cccessibility between the view and model  as  shown in Figure  1    The relationship between the view and presenter is  similar to the Decorator Pattern  The presenter is related to  the view in the components  where one view can have more  than one presenter  The MVP pattern has the presenter  operates and sends results to view  The non dependency  between them allows the View and presenter to be less  complex  and one presenter can be reused with different  views    III  Related Work    Ali Gokalp Peker  11  presented the process of game  engine design in order to conform to design goal and design  strategies  The processes was composed of 5 procedures  1   defining features of the game engine  2  defining a set of  design goals and strategies  3  extracting design goals from  features  4  defining design patterns and 5  integrating all  defined patterns and forming the complete design of the  game engine  An example of design goal  design strategis  and suggested design evaluation are shown in Table I     Ther
14. have the same specific requirements called End User  Programming or End User Development  7 8     There are simple tools that the end user programmer or  developers can use to make program changes such as  spreadsheet  however  this type of programming can create  subsequent problems or bugs because of inadequate user   s  skills or the high level of program   s complexity  In order  to solve or prevent these problems  there is a need for a new  type of software engineer which is called the end user  software engineer    The end user software engineering is based on software  engineer principles but it does not cover the software life  cycle  instead focusing on limiting errors from End user  software development  allowing users to participate in  software development success    End user software engineering allows end users to learn  and understand of errors so that they will correct errors to a  certain extent  As a result  production of software will be  more reliable and completely satisfactory for the end users     ISBN  978 988 1925 1 8 3  ISSN  2078 0958  Print   ISSN  2078 0966  Online     Proceedings of the International MultiConference of Engineers and Computer Scientists 2013 Vol I   IMECS 2013  March 13   15  2013  Hong Kong    D  Model View Present Pattern  MVP   MVP is a pattern developed from the  Model View Controller Pattern  MVC   9  because the  MVC pattern allows for viewing access to the Model  component  This functionality requires the view to have a  lo
15. is allowed to operate by checking the file extension from the given priority of  conditione g   JPEG and GIF  For example  Check extension file set priorities  If Mod finds files under the specified conditions then the Mod  is allowed to operate  If the Mod is not under the specified conditions  then the system will use default values without the Mod  After doing  this step  the system will check the next condition  the size of the image  based on the priorities defined  If the mod does not pass the condition   the system is returned back to the default value  Repeat until the conditions specified for image authentication are completed  and replace the  stored default values with the modified values        Table VII  Design Pattern Evaluation for User Satisfaction Case     Form of customization Errors expected to occur Display when using patterns    Customizating background image    Change background image    Black Screen or image not displayed o Display correctly     Display distortion o Use the default before customizeation     o Cancel the operation of the system and  Customizatign Cursor Change Cursor image  report the results to the user        ISBN  978 988 1925 1 8 3 IMECS 2013  ISSN  2078 0958  Print   ISSN  2078 0966  Online     Proceedings of the International MultiConference of Engineers and Computer Scientists 2013 Vol I   IMECS 2013  March 13   15  2013  Hong Kong    Y Ste       View    sre        Fig 1  MVP Pattern  10     p Name    Exception Handler    A    Fig
16. n error detection and  management is a challenge issue    There are three concerns have been point out from  1    Firstly  error management is a capability to identify fault  localization and to provide a method to handel each fault  occurs  Secondly  software monitoring is a capability that  can help monitor the result of the program during  execution  For example  it may provide a pop up message  informs the status of its execution so the user can see the  result once he she has been updated game engine  Lastly   alert system is a capability informs users the potential  discrepancies beween the before  and the after   modification    Execption handling is an importation method and  widely accepted among developer since it can help detect  an error and manage such error in a predefined way for  differen scenarios  There is a research proposed exception  hadleing patterns for unsatisfied contitions occur in  business processes using Little JIL  2   The proposed  patterns can be able to apply in software programming  phase as well since programmer has to use an exception  handling method to help manage an error    Thus  this research paper present a method for error  detection and management for software game modification  using exception handling patterns and game engine    In this paper  there will be show background in section  II and related work in Section II then  we describe our  approach in Section IV and  finally we give the conclusion  of this work     II  BACKGROUND
17. ng Mechanisms   The parent step may offer exception handling facilities to  its descendant steps  These facilities are defined by  exception handlers connected to the parent by edges  attached to the right side of the parent   s step bar  immediately below an    X     Each exception edge is  annotated to identify the type of exception that it handles   There are four exception continuation icons     1  Completion the step to which the exception handler  is attached is finished  and execution continues as specified  by its parent     2  Continuation the step to which the exception handler  is attached should proceed with its execution as though the  substep that threw the exception had succeeded     3  Restarts the step to which the handler is attached     4  Rethrow the handler to propagate the triggering  exception up to an enclosing scope as in a_ usual  programming language   Barbara Staudt  2  apply exception handling patterns for  managing the business operation of an error in order to  work effectively  These were controlled with 3  characteristics    1  Presenter  Manage exception by offering another  presentation to replace the existing object presented in one  screen    2  Insert  Manage exception by inserting an operation  that is suitable for a particular scenario  The insertion must  ensure that the system still work as usual    3  Aborting  To cancel the operation by inserting  operation to manage cancel operation    Exception handling pattern is a design pattern
18. o fix them   Using exception handling patterns may help resolve the  error as shown in Table IV    B  Select a Candidate Game Design Engine for Mod   According to the research work by Ali Gokalp Peker   1   we use all procedures for gamedesign game to our  research environment for game software modification  We  focus on the two strategies  usability and adaptability  by  adding features called extension support composed of 3  sections are integrated in an extend support module  all  existing features from game engine will be migrated to the  extend support module as a seperate center for game  modification process    1  Extension Management Section  User must modify  game engine according to his her needs using the existing  one  2  Addition Management section  User can add new  features to create the additional module  3  Addition  Feature Management  The module can be created by user  input new module in a game engine level by modifying the  existing extend support module as shown in Fig 5    From  11  that used MVP patterns for user interface  presentation  we would like to perform the modification in  order to comfrom to the defined strategies  Thus  another  extend MVP is contructed and Bridge pattern is selected to  use in order for existing MVP can calls Extend MVP once  there is a modification as shown in Fig 6     C Apply Exception Handling Pattern in Game Design Engine   Bridge pattern can be used to detect whether there is a  modification occurring  If it is  then
19. r proposed  patterns will be further designed in details and tested  whether they can operate according to the pattern objective   Our proposed framework can be applied in other exception  handlings such as synchronization between two parallel  operations from different machine performed by different  game players      Table I Example of design goal  strategies and evaluation  11     Design Goal   Design strategy     1  Usability    engine and the game implemented on it  It helps reduce  learning curve and increase productivity      2  Efficiency   Should use underlying platform efficient  in terms of    power  memory and performance  It can make the design    more complex    3  Portability  that assist in the adaptation of programs to target  environment    4  Ensured in different levels of game engine design or  Adaptability  level by using a script language     Table II Categories of exception handling patterns  2     Category Pattern name    1  Presenter   Trying other  alternatives    Ordered Alternatives   Unordered Alternatives  2  Insert   Inserting  behavior    Immediate Fixing  Deferred Fixing    Can be defined as readability and intuitiveness of the game    Design goal for multi platform support such as strategies    different configuration by using abstraction or in runtime     1    2      3      4      5      6      7      8    9      10      11      12     Proceedings of the International MultiConference of Engineers and Computer Scientists 2013 Vol I   IMECS 20
20. the customization or partial use of customization     Performance Re order operations Filtering operations that work properly  and perform only those operations to return to  normal operation     Adaptation Adding new functionality Cancel the customized operation and display of the system  Report the error to the user   Editing a specific function Report the error to the user        Table V Troubleshooting and applied exception handling pattern    Modification type Troubleshooting Applied pattern    Filtering errors Display alternative  Insert Behavior  Display errors to the user   Cancel the operation Aborting    Table VI Example of User Satisfaction Case    Objective Mod can adapt other methods in order for interface customization can operate properly by choosing the alternate options in many levels and  cancelling the previous steps     Application    Use exception handling pattern when the system cannot operate  to choose a similar operation  For operations related to other steps  when  cancelling the operation  the other steps should be undone to allow the job followed appropriately  For example  when changing Pictures and       setting new picture position  if the alignment is correct  but the image is too large  The system must resize the image and re align with the  image     Structure Substep and Description   Normal flow Use Default  Use default system instead of mod   Use Extension  Activate the extension    Checker  Make decisions on the use of extensions    Order
21. ts during  software exection  The software development that allow  end user to modifiy the program is called    End User  Programming    which in game industry is known as  software modification or Mod    The Mod is widely popular because it extends the  software lifetime and improve software fearture from  inputting innovative ideas and specific requirements which  are generated by the end users  There are a supporting  facilities help perform game modification such as game  engine  tool  user manual and game developer social  network  In some game engine  there are floders that  provide set of add on files or script files that user can  modify  The modified code can be replaced the existing one  automatically    However  during software modification an error may  occur in differnts ways such as software crash or some    Manuscript received Jan 08  2013  revised Feb 05  2013    Thitipong Tengtrirat is with the Software Engineering Laboratory   Center of Excellence in Software Engineering Department of Computer  Engineering  Faculty of Engineering Chulalongkorn University  Thailand   e mail  Thitipongt T  student chula ac th   Nakornthip Prompoon is with the Software Engineering Laboratory   Center of Excellence in Software Engineering Department of Computer  Engineering  Faculty of Engineering Chulalongkorn University Thailand   e mail  Nakornthip S  chula ac th    ISBN  978 988 1925 1 8 3  ISSN  2078 0958  Print   ISSN  2078 0966  Online     object disappeared  Therefore  a
22. urce sofware based on  the proposed design patterns  in order to test whether the  implementation according to the design patterns can  perform according to the pattern objective  There are 4    IMECS 2013    steps for pattern implementation evaluation  1  Define the  objective of testing  The activities and procedures defined  within the framework are covers all substeps and executed  correctly  2  Design and specify the evaluation criteria  Test  cases are generated according to the control error  3  Test  the selected game  The selected game is tested by adding a  Mod and pattern based on the design test case  4  Check the  test results  The test results are evaluated based on  evaluation criteria using a checklist covers all feasible  scenarios  If the test result does not meet the expect result   the proposed pattern are needed to redesign  An example of  evaluation details is shown in Table VII     V  CONCLUSIONS AND FUTURE WORK    This paper presents an approach for the application of  exception handling patterns in the design of the game  engine in order to support the improvement of game  software  based on the principles of End user software  engineering  The paper focuses on filtering errors and  presenting approaches to fix errors  in order to assist the  end users to be able to perform the development  successfully  The proposed design patern can be used as a  reference pattern for development by game developers  In  the future  apart from user satisfaction  othe
    
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