replace trailing whitespace with blackslash in README.md
As an alternative to the markdown trailing whitespace as a line break, we use a trailing blackslash as a markdown line break.
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@@ -141,7 +141,7 @@ o | Move empty spot backwards
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```
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**NOTE:** as a measure of alleviating counter-productivity due to addiction to
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this game, particularly for those hardcore gamers who insist on solving a
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this game, particularly for those hardcore gamers who insist on solving a\
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10x10x10 puzzle during work hours, and also to give an upper bound to user
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frustration when the program generates an unsolvable puzzle (which it does
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roughly half the time, just to hook you), the program will, after a very large
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@@ -448,24 +448,24 @@ program, and what the various state numbers are meant to do:
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```
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0 | Function return value
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1 | Function argument 1
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2 | Function argument 2
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3 | Function argument 3
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4 | Scratch register 1
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5 | Scratch register 2
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6 | Scratch register 3
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7 | Scratch register 4
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8 | Value of original argv :-)
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9 | Value of original argc :-)
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11 | Zero register (always set to 0)
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12 | Width of board
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13 | Length of board
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14 | Height of board
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15 | Current position of hole
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16 | Random seed for rand_r()
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18 | Scratch register used by state 18 :-)
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31 | field width for printing tiles
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32 | Start of board data
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1 | Function argument 1\
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2 | Function argument 2\
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3 | Function argument 3\
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4 | Scratch register 1\
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5 | Scratch register 2\
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6 | Scratch register 3\
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7 | Scratch register 4\
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8 | Value of original argv :-)\
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9 | Value of original argc :-)\
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11 | Zero register (always set to 0)\
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12 | Width of board\
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13 | Length of board\
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14 | Height of board\
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15 | Current position of hole\
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16 | Random seed for rand_r()\
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18 | Scratch register used by state 18 :-)\
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31 | field width for printing tiles\
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32 | Start of board data\
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```
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(**CAVEAT:** not all of these mappings ended up in the final version of the
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@@ -481,22 +481,22 @@ to be on all tested architectures.)
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#### State number assignments
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```
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1 | showhelp
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2 | showhelp
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3 | is 2D: start init
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4 | is 3D: start init
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5 | find allocation type
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6 | MASS init, bottom-up
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7 | MASS init, top-down
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8 | main program
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9 | generate() outer loop
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13 | render()
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14 | render() loop
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15 | exit(0)
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16 | pick a tile that hasn't occurred yet
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17 | inner loop of 16.
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18 | main loop
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19 | checkwin() loop
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1 | showhelp\
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2 | showhelp\
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3 | is 2D: start init\
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4 | is 3D: start init\
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5 | find allocation type\
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6 | MASS init, bottom-up\
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7 | MASS init, top-down\
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8 | main program\
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9 | generate() outer loop\
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13 | render()\
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14 | render() loop\
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15 | exit(0)\
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16 | pick a tile that hasn't occurred yet\
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17 | inner loop of 16.\
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18 | main loop\
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19 | checkwin() loop\
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```
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Note that some of the manually-implemented states (those not implemented by
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