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Import of worb version 1.1 revision 2010.0721 (HTML fixes.)

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-<html><head>
-    <meta http-equiv="Content-Type" content="text/html;CHARSET=iso-8859-1">
-    <meta name="Description" content="Cat's Eye Technologies: The 'noit o' mnain worb' Language">
-    <title>Cat's Eye Technologies: The "noit o' mnain worb" Language</title>
-<meta name="Keywords" content=" Cat's Eye Technologies Language
- Programming computational computation non-deterministic
- bobule concurrency constraint-based physics mechanics electronics
- nondeterminstic fungeoid funge befunge experimental ">
+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml" lang="en">
+<head>
+  <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" />
+  <title>The "noit o' mnain worb" Language</title>
+  <style type="text/css">
+  .language {
+    font-style: italic;
+    font-weight: bold;
+  }
+ </style>
 </head>
 <body>
 <h1>noit o' mnain worb</h1>
 
-<p>Language version 1.1.  Distribution version 2007.1123.<br>
-Copyright &copy;2000-2007, Cat's Eye Technologies.  All rights reserved.</p>
+<p>Language version 1.1.  Distribution version 2010.0721.<br/>
+Copyright &copy;2000-2010, Cat's Eye Technologies.  All rights reserved.</p>
 
-<h2>What is <u>noit o' mnain worb</u>?</h2>
+<h2>What is <span class="language">noit o' mnain worb</span>?</h2>
 
-<p>The <u>noit o' mnain worb</u> language is a
-non-deterministic particle automaton based on brownian motion (or entropy).
+<p>The <span class="language">noit o' mnain worb</span> language is a
+probabilistic particle automaton based on brownian motion (or entropy).</p>
 
-<p>A <u>noit o' mnain worb</u> runtime has an orthogonal gridwork
+<p>A <span class="language">noit o' mnain worb</span> runtime has an orthogonal gridwork
 playfield (of any reasonable size or number of dimensions)
-which is populated by any number of <i>bobules</i>.  Bobules are <i>solid</i>
-elements in this grid - that is, no two bobules may occupy the same location.
-Bobules are also capable of motion - in fact they can hardly avoid it - and it is
+which is populated by any number of <dfn>bobules</dfn>.  Bobules are <dfn>solid</dfn>
+elements in this grid — that is, no two bobules may occupy the same location.
+Bobules are also capable of motion — in fact they can hardly avoid it — and it is
 important to note that they are stateless.  As such, they have no idea which
 direction they are going, nor what they are going to do when they get there.</p>
 
-<p>Each time quantum, or <i>tick</i>, each bobule chooses an adjacent square
+<p>Each time quantum, or <dfn>tick</dfn>, each bobule chooses an adjacent square
 to move to, at random (in two dimensions, that's 8 possibilities
 plus the possibility of not moving = 9 possibilities.)
-If, during some tick, this randomly-chosen new location does not allow entry -
-that is, if it is already occupied by a solid element (a bobule or a wall) - the
+If, during some tick, this randomly-chosen new location does not allow entry —
+that is, if it is already occupied by a solid element (a bobule or a wall) — the
 bobule does not move during that tick.</p>
 
 <p>[Implementation note: each tick that a bobule is blocked from moving,
 its "pressure" increases, although this is merely for visual effect.]</p>
 
-<p>The playfield is made more interesting by the addition of:
+<p>The playfield is made more interesting by the addition of:</p>
+
 <ul>
-<li> <tt>#</tt> <i>walls</i> which are merely static solid elements that take up space and do not move;
-<li> <tt>^v&gt;&lt;</tt> <i>diodes</i> which disallow bobules from passing through them backwards;
-<li> <tt>+-</tt> <i>sources & sinks</i> which represent large repositories or vacancies of bobules; and
-<li> <tt>!</tt> <i>loads</i> which represent something that the bobules can 'do'.
-</ul></p>
+<li> <tt>#</tt> <dfn>walls</dfn> which are merely static solid elements that take up space and do not move;</li>
+<li> <tt>^v&gt;&lt;</tt> <dfn>diodes</dfn> which disallow bobules from passing through them backwards;</li>
+<li> <tt>+-</tt> <dfn>sources &amp; sinks</dfn> which represent large repositories or vacancies of bobules; and</li>
+<li> <tt>!</tt> <dfn>loads</dfn> which represent something that the bobules can 'do'.</li>
+</ul>
 
 <h2>Notes</h2>
 
 
 <p>The <tt>!</tt> loads simply cause the implementation to react in some
 noticable way when a bobule enters into their location, so that the
-<u>noit o' mnain worb</u> programmer can pretend to themselves that their
+<span class="language">noit o' mnain worb</span> programmer can pretend to themselves that their
 bobules are 'doing something' during program runs.</p>
 
 <p>[Implementation note: The reference interpreter simply outputs an ASCII
 Turing-Complete system.</p>
 
 <p>I say "nearly" because it's actually missing a dimension in this form.  The
-<u>noit o' mnain worb</u> language isn't dimensionally-independent.
+<span class="language">noit o' mnain worb</span> language isn't dimensionally-independent.
 Notably, it doesn't work in one dimension at all.</p>
 
 <p>It <i>almost</i> works in two dimensions, but the fact is that if you do not address
-the 'wire-crossing problem' (see <a href="/projects/befunge93/">Befunge-93</a>'s
+the 'wire-crossing problem' (see <a href="http://catseye.tc/projects/befunge93/">Befunge-93</a>'s
 <tt>#</tt> instruction), you cannot
 guarantee being able to connect two arbitrarily-chosen paths in two dimensions.
 You need to have a way for coincident paths to cross, which is not strictly
 that this limitation is somehow related to the four-colour map theorem.]</p>
 
 <p>So, it really only works in three dimensions and above.  For that reason,
-adding 'wormholes' to the <u>noit o' mnain worb</u> playfield is a possible
-extension in the near future, to simulate three dimensions a la 'wire crossing'.</p>
+adding 'wormholes' to the <span class="language">noit o' mnain worb</span> playfield is a possible
+future extension, to simulate three dimensions a la 'wire crossing'.</p>
 
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