Improve markdown guidelines wording

Amongst the changes here is that we do not need to have the hex or html
code (numbers) for open and close parentheses (in links) as there are
names. '(' is & followed by lpar; and the ')' is the same but 'rpar;'
instead. This makes it easier to remember and type and it generates the
same html as well (they are all valid). Now the markdown files are
consistent in this (in some cases hex was used and in others the html
code).

Although many markdown files were updated no html files needed to be
updated as it generates the same html. Even so I ran the appropriate
rules to do so just to verify this.
This commit is contained in:
Cody Boone Ferguson committed 2024-07-31 10:44:10 -07:00
1 parent 12a5837608
commit 3deb7ae603
67 files changed
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@@ -46,7 +46,7 @@ parenthesis](mikeash/index.html) is self reproducing).
+ The [Most sonorous output - 2005/jetro](jetro/index.html) might `sound` :-) like a good idea.
+ The [Best 2D puzzle - 2005/giljade](giljade/index.html) takes editorial license with expressions as well as the
with the [vi editor](https://en.wikipedia.org/wiki/Vi_(text_editor)).
with the [vi editor](https://en.wikipedia.org/wiki/Vi_(text_editor)).
+ The [Most ambiguous language - 2005/chia](chia/index.html) entry is really a C program.
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@@ -28,7 +28,7 @@ simple 3-character fix will make it slightly less so.
Quite a few BF programs found on the Net expect byte-based memory, quite a few
exceed the capacity of this interpreter, but there are many that work. Some
small [quines](https://en.wikipedia.org/wiki/Quine_(computing)) work, some don't.
small [quines](https://en.wikipedia.org/wiki/Quine_(computing)) work, some don't.
Why?
+5 -5
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@@ -68,14 +68,14 @@ get the first mode, run the program without arguments:
```
The other mode is accessible running the program with one argument
(5-[ply](https://en.wikipedia.org/wiki/Ply_(game_theory))
(5-[ply](https://en.wikipedia.org/wiki/Ply_(game_theory))
analysis):
``` <!---sh-->
./toledo a
```
Two arguments for 6-[ply](https://en.wikipedia.org/wiki/Ply_&#x28;game_theory&#x29;)
Two arguments for 6-[ply](https://en.wikipedia.org/wiki/Ply_&lpar;game_theory&rpar;)
analysis:
``` <!---sh-->
@@ -83,7 +83,7 @@ analysis:
```
And each successive argument will analyze one
[ply](https://en.wikipedia.org/wiki/Ply_&#x28;game_theory&#x29;) more. There is no ply
[ply](https://en.wikipedia.org/wiki/Ply_&lpar;game_theory&rpar;) more. There is no ply
limit, but beyond 7 ply is very slow, try it at your own risk and computing
time.
@@ -125,7 +125,7 @@ algorithms.
The interface accounts for only a fraction of the code, the core does multiples
functions: it is called recursively to analyze and evaluate each
[ply](https://en.wikipedia.org/wiki/Ply_&#x28;game_theory&#x29;), does [alpha-beta
[ply](https://en.wikipedia.org/wiki/Ply_&lpar;game_theory&rpar;), does [alpha-beta
pruning](https://en.wikipedia.org/wiki/Alpha-beta_pruning), move generation,
machine playing, check detection, illegal move verification and does moves after
they are verified.
@@ -142,7 +142,7 @@ Other features are:
* [Checkmate](https://en.wikipedia.org/wiki/Checkmate) detection.
* Stalemate detection.
* Computer is tough (check
7-[ply](https://en.wikipedia.org/wiki/Ply_&#x28;game_theory&#x29;) and even in 5 ply can give a surprise to
7-[ply](https://en.wikipedia.org/wiki/Ply_&lpar;game_theory&rpar;) and even in 5 ply can give a surprise to
amateur players.
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@@ -33,7 +33,7 @@ sure to pay attention to commas! :-)
## Author's remarks:
This entry is a [Wolfenstein](https://en.wikipedia.org/wiki/Wolfenstein) style
[graphics engine](https://en.wikipedia.org/wiki/Rendering_&#x28;computer_graphics&#x29;)
[graphics engine](https://en.wikipedia.org/wiki/Rendering_&lpar;computer_graphics&rpar;)
where a user can navigate in a
[3D](https://en.wikipedia.org/wiki/3D_computer_graphics) world. The
[maze](https://en.wikipedia.org/wiki/Maze) has walls with [bitmap