Expand all leading tabs in markdown files
Given how problematic leading tabs in markdown files can be,
we have expanded all leading tabs in markdown files by:
```sh
find * -type f -name '*.md' -print |
while read -r file; do
rm -f "$file.tmp" ;
expand < "$file" > "$file.tmp" ;
mv -f -v "$file.tmp" "$file" ;
done
```
Given the previous changes to `bin/pandoc-wrapper.sh` and other recent
commits and recent pull requests, the were were **NO** changes to
any HTML files. This is a **good thing** as the expression goes.
No there are no leading tabs in any markdown files.
A check to catch any re-introduction of leading tabs
into any markdown file is on the way.
BTW: We do not have anything against leading tabs in files,
even though we have had to deal with their impact on forming
HTML from markdown files (as well as the calc source code).
It is just that this is one of those cases where tabs conflict
(sometimes caused by people wanting to change the classic
8-space tab model) with a desired outcome.
Perform `make www` to perform the above and test under macOS.
This commit is contained in:
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+4
-4
@@ -99,8 +99,8 @@ would not be true, the application would be the following:
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,1,-1.3 ,1.3, 0, 0,0,0
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,0 ,0,50, 80, 0,0,0 ,255
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, 8,0}; int main (
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int j) {if (j== 1 ){ if(
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_[12] >_[10] )_[17]=1 ;} if
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int j) {if (j== 1 ){ if(
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_[12] >_[10] )_[17]=1 ;} if
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(_[13] >_[11 ] ||_[17]==1) return 1
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;_[6] = _ [13] / _[11]*(_[1]-_[ 0])
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+_[ 0]; _ [7]=_[12]/_[10]*(_[3]-_[2] )+_
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@@ -108,8 +108,8 @@ would not be true, the application would be the following:
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;_[ 5]= _ [9]*_[9];_[9]=2*_[8]*_[9]+ _[7
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];_[8 ] = _ [ 4 ]-_[5]+_[6];_[14 ]++
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;if((_ [14]< _ [15])&&(_[4]+ _[ 5]
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<_[16 ])) goto l2; putchar(
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" #@*+ "[( int) _[14]%
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<_[16 ])) goto l2; putchar(
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" #@*+ "[( int) _[14]%
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5 ]);_ [13 ] ++ ; main (
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0) ;_[12]++; _[13] =0
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;if(_ [17] !=1) putchar
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@@ -101,14 +101,14 @@ The compiler tool chain is the following.
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raw.txt |
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| |
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+---------+---------+
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| [link.rb]
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V
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main.c
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| [gen-prog.c]
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V
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prog.c
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| [link.rb]
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V
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main.c
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| [gen-prog.c]
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V
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prog.c
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```
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* [parse.rb](%%REPO_URL%%/2014/endoh1/parse.rb) converts Ruby to AST.
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+29
-29
@@ -234,10 +234,10 @@ here:
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Each row has six columns:
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1. `Screen X` : `x` position of the object in the level.
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2. `Screen Y` : `y` position of the object in the level.
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3. `Sprite` : `id` of the sprite to be used for the object.
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4. `CLASSFLAGS` : a bitmask that describe how the object behaves.
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1. `Screen X` : `x` position of the object in the level.
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2. `Screen Y` : `y` position of the object in the level.
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3. `Sprite` : `id` of the sprite to be used for the object.
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4. `CLASSFLAGS` : a bitmask that describe how the object behaves.
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5. `CLASSPARAM0`: a parameter that depends on `CLASSFLAGS`.
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6. `CLASSPARAM1`: a parameter that depends on `CLASSFLAGS`.
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@@ -245,52 +245,52 @@ Each row has six columns:
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* `ENEMY` (`1`)
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An enemy. CLASSPARAM0 can be 0 if the enemies don't move, 1 if the
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initial move direction is right, -1 if that direction is left. All
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enemies that walk will change their direction after 20 steps. The
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sprite of an enemy must have 2 other adjacent sprites: SPRITE-1,
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used when the enemy dies, and SPRITE+1, used when it moves.
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An enemy. CLASSPARAM0 can be 0 if the enemies don't move, 1 if the
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initial move direction is right, -1 if that direction is left. All
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enemies that walk will change their direction after 20 steps. The
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sprite of an enemy must have 2 other adjacent sprites: SPRITE-1,
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used when the enemy dies, and SPRITE+1, used when it moves.
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* `BLOCK` (`2`)
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A wall. Player can walk over the object but can not pass through it.
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A wall. Player can walk over the object but can not pass through it.
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* `OBJECT BLOCK` (`4`)
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When the player hits the object from below, a new object is created.
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CLASSFLAGS of the new object is defined in CLASSPARAM0. The sprite
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used for the new object is defined in CLASSPARAM1. The sprite of the
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new object must have an adjacent sprite: SPRITE+1, used when the
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block is hit.
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When the player hits the object from below, a new object is created.
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CLASSFLAGS of the new object is defined in CLASSPARAM0. The sprite
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used for the new object is defined in CLASSPARAM1. The sprite of the
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new object must have an adjacent sprite: SPRITE+1, used when the
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block is hit.
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* `POWERUP` (`8`)
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This is a power-up like the classic Mario mushroom. When the
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character hits the power-up object, the character becomes the Super
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character. If CLASSFLAGS has the bit ZOOM, the character height will
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be doubled. The Super character can hit the enemies without dying,
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but when this happens, the Super character goes back to being
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normal.
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This is a power-up like the classic Mario mushroom. When the
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character hits the power-up object, the character becomes the Super
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character. If CLASSFLAGS has the bit ZOOM, the character height will
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be doubled. The Super character can hit the enemies without dying,
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but when this happens, the Super character goes back to being
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normal.
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* `END` (`16`)
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When the player hits this object the level ends; the player wins.
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When the player hits this object the level ends; the player wins.
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* `ZOOM` (`32`)
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This flag can be used with POWERUP to indicate a power-up that
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will double the size of the player (like the Mario mushroom).
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This flag can be used with POWERUP to indicate a power-up that
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will double the size of the player (like the Mario mushroom).
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* `DESTROY` (`64`)
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When the player hits the object (e.g. the classic Mario coin) the
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object disappears but the engine does not count the points, so,
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from the player point of view, this object is useless.
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When the player hits the object (e.g. the classic Mario coin) the
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object disappears but the engine does not count the points, so,
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from the player point of view, this object is useless.
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* `DESTROYUP` (`128`)
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This object is like a BLOCK but when the player hits the object
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from below, the object disappears.
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This object is like a BLOCK but when the player hits the object
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from below, the object disappears.
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If `CLASSFLAGS` is `0` the object only has an aesthetic function.
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