fix more broken markdown links

We fix more markdown links in markdown files that refer to files
internally to the web site.

Added tmp tools to find and print various markdown links:

* `tmp/md-links.sh` - print all markdown links
* `tmp/md-token-links.sh` - print all markdown links that start with a **%%TOKEN%%**
* `tmp/md-local-links.sh` - print all markdown links to a local file
* `tmp/md-link-paths.sh` - print local file paths referenced in markdown links

Fixed a number of markdown formatting problems with `thanks-for-help.md`.
Fixed markdown links to files in `thanks-for-help.md`.  Improved
heading levels in `thanks-for-help.md`, and made entry sections consistent.

Changed all markdown links that end in "))" to end in a better way.

Explained in `markdown.md` why we are avoiding markdown links that
end in "))".

Ran `make www` to perform the above.

TODO: Fix stuff we broke by mistake doing the above.

TODO: Fix more broken markdown links.
This commit is contained in:
Landon Curt Noll committed 2024-04-26 04:17:20 -07:00
1 parent 60960e1650
commit 4f95e3f3d6
174 files changed
+4008 -2029

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+5 -5
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@@ -177,8 +177,8 @@ would not be necessary:
For reference, the names of the 7
[tetriminos](https://en.wikipedia.org/wiki/Tetromino) (the game pieces or
actually a kind of geometric shape used in
[Tetris](https://en.wikipedia.org/wiki/Tetris)) appear in the table below.
actually a kind of geometric shape used in the
[Tetris](https://en.wikipedia.org/wiki/Tetris) game) appear in the table below.
<img src="names.png"
alt="image of names of the 7 Tetris game pieces"
@@ -333,7 +333,7 @@ rate in which the terminal application receives and displays the [ANSI
escape](https://en.wikipedia.org/wiki/ANSI_escape_code) sequences.
To slow down the output programmatically, introduce a delay immediately after the
call to `fflush(3)` (N.B: see [birken.alt.c](%%REPO_URL%%/2013/birken/birken.alt.c)).
call to `fflush(3)` (N.B: see [birken.alt.c](%%REPO_URL%%/2013/birken/birken.alt.c) source).
### IOCCC Size Tool Bug
@@ -529,7 +529,7 @@ origin of each file is detailed below (character, game, company, year).
* [belmont.txt](belmont.txt) - [Simon
Belmont](https://en.wikipedia.org/wiki/Simon_Belmont),
[Castlevania](https://en.wikipedia.org/wiki/Castlevania_(1986_video_game)),
[Castlevania](https://en.wikipedia.org/wiki/Castlevania_&#x28;1986_video_game&#x29;),
[Konami](https://en.wikipedia.org/wiki/Konami), 1986.
* [bloober.txt](bloober.txt) - Bloober, [Super Mario
@@ -573,7 +573,7 @@ Plant](https://www.mariowiki.com/Piranha_Plant), Super Mario Brothers, Nintendo,
* [samus.txt](samus.txt) - [Samus
Aran](https://metroid.fandom.com/wiki/Samus_Aran),
[Metroid](https://metroid.fandom.com/wiki/Metroid_(game)), Nintendo/[Intelligent
[Metroid](https://metroid.fandom.com/wiki/Metroid_&#x28;game&#x29;), Nintendo/[Intelligent
Systems](https://en.wikipedia.org/wiki/Intelligent_Systems), 1986.
* [toad.txt](toad.txt) - [Toad](https://www.mariowiki.com/Toad), Super Mario
+3 -3
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@@ -501,8 +501,8 @@ would not be necessary:</p>
<h3 id="single-square-emitters">Single Square Emitters</h3>
<p>For reference, the names of the 7
<a href="https://en.wikipedia.org/wiki/Tetromino">tetriminos</a> (the game pieces or
actually a kind of geometric shape used in
<a href="https://en.wikipedia.org/wiki/Tetris">Tetris</a>) appear in the table below.</p>
actually a kind of geometric shape used in the
<a href="https://en.wikipedia.org/wiki/Tetris">Tetris</a> game) appear in the table below.</p>
<p><img src="names.png"
alt="image of names of the 7 Tetris game pieces"
width=696 height=144></p>
@@ -620,7 +620,7 @@ represented using ANSI escape sequences.</p>
rate in which the terminal application receives and displays the <a href="https://en.wikipedia.org/wiki/ANSI_escape_code">ANSI
escape</a> sequences.</p>
<p>To slow down the output programmatically, introduce a delay immediately after the
call to <code>fflush(3)</code> (N.B: see <a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/birken/birken.alt.c">birken.alt.c</a>).</p>
call to <code>fflush(3)</code> (N.B: see <a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/birken/birken.alt.c">birken.alt.c</a> source).</p>
<h3 id="ioccc-size-tool-bug">IOCCC Size Tool Bug</h3>
<p>This program demonstrates how to exploit a bug in IOCCC size tool version
<code>2013-07-30-v17</code>. The first line of the program is reproduced below.</p>
+2 -2
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@@ -221,7 +221,7 @@ the `fd.img` provided, which is a FreeDOS boot disk.
Before running the emulator on a Unix-type system, `stty` needs to be used to
put the keyboard into raw mode (and afterwards it needs to be put back to
cooked). So, run the emulator using something like this script (provided as
[cable3.sh](%%REPO_URL%%/2013/cable3/cable3.sh)):
the [cable3.sh](%%REPO_URL%%/2013/cable3/cable3.sh) file):
``` <!---sh-->
stty cbreak raw -echo min 0
@@ -394,7 +394,7 @@ disks (18 sectors per track, 2 heads) and 720KB disks (9 sectors per track, 2
heads).
If you want to install your own software from floppy images (downloaded from
e.g. [Vetusware](https://vetusware.com)), the easiest way to "change disks" is
e.g., vetusware.com at one time), the easiest way to "change disks" is
to copy each disk image in turn over the floppy image file you specify on the
command line. Don't forget to put your original boot disk back at the end!
+2 -2
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@@ -547,7 +547,7 @@ the <code>fd.img</code> provided, which is a FreeDOS boot disk.</p>
<p>Before running the emulator on a Unix-type system, <code>stty</code> needs to be used to
put the keyboard into raw mode (and afterwards it needs to be put back to
cooked). So, run the emulator using something like this script (provided as
<a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/cable3/cable3.sh">cable3.sh</a>):</p>
the <a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/cable3/cable3.sh">cable3.sh</a> file):</p>
<pre><code> stty cbreak raw -echo min 0
./cable3 bios fd.img
stty cooked echo</code></pre>
@@ -674,7 +674,7 @@ shutting down the terminal.</p>
disks (18 sectors per track, 2 heads) and 720KB disks (9 sectors per track, 2
heads).</p>
<p>If you want to install your own software from floppy images (downloaded from
e.g. <a href="https://vetusware.com">Vetusware</a>), the easiest way to “change disks” is
e.g., vetusware.com at one time), the easiest way to “change disks” is
to copy each disk image in turn over the floppy image file you specify on the
command line. Don’t forget to put your original boot disk back at the end!</p>
<h3 id="hard-disk-support">Hard disk support</h3>
+1 -1
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@@ -154,7 +154,7 @@ The `solids` directory includes various solid data:
I created the files by using the POV-Ray scripts
([1](http://en.wikipedia.org/wiki/File:Poly.pov) and
[2](http://en.wikipedia.org/wiki/User:AndrewKepert/poly.pov)) in Wikipedia.
[2](http://en.wikipedia.org/wiki/User:AndrewKepert/poly.pov) in Wikipedia.
They are copyrighted in CC BY-SA 3.0 by "User:Cyp" and "User:AndrewKepert".
+1 -1
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@@ -483,7 +483,7 @@ So, try:</p>
</ul>
<p>I created the files by using the POV-Ray scripts
(<a href="http://en.wikipedia.org/wiki/File:Poly.pov">1</a> and
<a href="http://en.wikipedia.org/wiki/User:AndrewKepert/poly.pov">2</a>) in Wikipedia.
<a href="http://en.wikipedia.org/wiki/User:AndrewKepert/poly.pov">2</a> in Wikipedia.
They are copyrighted in CC BY-SA 3.0 by “User:Cyp” and “User:AndrewKepert”.</p>
<!--
+6 -4
View File
@@ -63,7 +63,7 @@ really just a decompressor to generate the real source code of the
program.
This program will loop infinitely while progressively refining a
[raytraced](https://en.wikipedia.org/wiki/Ray_tracing_(graphics)) image.
[raytraced](https://en.wikipedia.org/wiki/Ray_tracing_&#x28;graphics&#x29;) image.
NOTE: the author refers to [a.c](%%REPO_URL%%/2013/hou/a.c), placed in a gzipped file `a.c.gz`. We do not
include it but it can be generated like:
@@ -215,8 +215,9 @@ probability proportional to its energy, the sample distribution directly
corresponds to the final image, which can then be produced as a simple per-pixel
histogram of all generated paths. The robustness comes from a state mutation
strategy that actively tries to explore the neighborhood of high energy peaks
(e.g. paths that happen to hit the light source in
[otherroom.scene](%%REPO_URL%%/2013/hou/otherroom.scene)). In addition, a rudimentary form of lens
(e.g., paths that happen to hit the light source in
[otherroom.scene](%%REPO_URL%%/2013/hou/otherroom.scene) file).
In addition, a rudimentary form of lens
path stratification is added to balance the attention each pixel receives. The
Metropolis-Hasting process completely avoids the tell-tale pixel sampling loop
required in most other image generation methods.
@@ -239,7 +240,8 @@ Metropolis-Hasting used an even worse PRNG in their 1953 paper.
The `PPM` compressor uses statically weighted fixed order contexts with an
arithmetic encoder tweaked for [iocccsize.c](%%REPO_URL%%/2013/iocccsize.c). The encoder emits octet-space pairs
where each octet encodes ~6.5 bits of information and each space encodes 2 bits
(thanks to the generous definition of "space" in [iocccsize.c](%%REPO_URL%%/2013/iocccsize.c)). The compressor
(thanks to the generous definition of "space" in [iocccsize.c](%%REPO_URL%%/2013/iocccsize.c) code).
The compressor
actively shuffles the variable names around until the compressed string happens
to contain enough `{}; `s to pass the final [iocccsize.c](%%REPO_URL%%/2013/iocccsize.c) test.
There are a few other tweaks:
+5 -3
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@@ -554,8 +554,9 @@ probability proportional to its energy, the sample distribution directly
corresponds to the final image, which can then be produced as a simple per-pixel
histogram of all generated paths. The robustness comes from a state mutation
strategy that actively tries to explore the neighborhood of high energy peaks
(e.g. paths that happen to hit the light source in
<a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/hou/otherroom.scene">otherroom.scene</a>). In addition, a rudimentary form of lens
(e.g., paths that happen to hit the light source in
<a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/hou/otherroom.scene">otherroom.scene</a> file).
In addition, a rudimentary form of lens
path stratification is added to balance the attention each pixel receives. The
Metropolis-Hasting process completely avoids the tell-tale pixel sampling loop
required in most other image generation methods.</p>
@@ -576,7 +577,8 @@ Metropolis-Hasting used an even worse PRNG in their 1953 paper.</p>
<p>The <code>PPM</code> compressor uses statically weighted fixed order contexts with an
arithmetic encoder tweaked for <a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/iocccsize.c">iocccsize.c</a>. The encoder emits octet-space pairs
where each octet encodes ~6.5 bits of information and each space encodes 2 bits
(thanks to the generous definition of “space” in <a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/iocccsize.c">iocccsize.c</a>). The compressor
(thanks to the generous definition of “space” in <a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/iocccsize.c">iocccsize.c</a> code).
The compressor
actively shuffles the variable names around until the compressed string happens
to contain enough <code>{};</code>s to pass the final <a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/iocccsize.c">iocccsize.c</a> test.
There are a few other tweaks:</p>