Nodeology terms can be written in the following ways (using "Tail_End" as an example):
N.Tail_End -- This is pronounced as "n dot tail end" and it specifies that "Tail_End" is a Nodeology term.
N.B.K.Tail_End -- This is pronounced as "n dot b dot k dot tail end" and it specifies the exact path where "Tail_End" resides. In this case, "Tail_End" resides in the Nodeology/Bindings/Knots path.
.Tail_End -- This is pronounced as "tail end" and it provides a less cumbersome way of specifying that "Tail_End" is a Nodeology term.
There are no blank spaces in Nodeology terms because blank spaces are treated as special characters in certain areas of computing. This is done for future growth in case the new terms are someday used in computing (e.g. XML).
A .Collar consists of the following parts:
.Collar_Leg1 -- The "leg" of the .Collar BEFORE the .Cord curves around the object. This is the first "leg" you would reach by tracing the .Cord from .Body to .Tail_End.
.Collar_Curve -- The part of the .Collar which curves around the object and which is BETWEEN the two "legs."
.Collar_Leg2 -- The "leg" of the .Collar AFTER the .Cord curves around the object.
.Collar can be used with the following two-word parameters (in any order): The "around" parameter specifies the object to be "collared," such as "around .Body" or "around tree." The "leg1" parameter indicates whether .Collar_Leg1 crosses the object in front or behind or right or left or above or below. The "curve" parameter indicates the initial direction in which the .Cord travels when it starts curving around the object. [discussion: 0 comments]
A .Wrap consists of the following parts:
.Wrap_Leg1 -- The "leg" of the .Wrap BEFORE the .Cord curves around the object. This is the first "leg" you would reach by tracing the .Cord from .Body to .Tail_End.
.Wrap_Curve -- The part of the .Wrap which curves around the object and which is BETWEEN the two "legs."
.Wrap_Leg2 -- The "leg" of the .Wrap AFTER the .Cord curves around the object.
.Wrap can be used with the following two-word parameters (in any order): The "around" parameter specifies the object around which the .Cord is wrapped, such as "around tree" or "around nothing." The "curve" parameter indicates the initial direction in which the .Cord travels when it starts curving around the object (or around the air). The "finish" parameter indicates whether .Wrap_Leg2 crosses .Wrap_Leg1 in front or behind or right or left or above or below. The "times" parameter is optional, and it indicates how many times the .Cord goes around the object ("1 time" is the default value). "1.5 times" around an object is traditionally referred to as a Round Turn. "0.5 times" or "1/2 times" around an object is the same as a .Collar. The "size" parameter is optional, and it indicates the approximate size of the .Wrap, usually when the .Wrap is made in the air. Some examples for the size parameter might be "two-finger size" (the size when wrapped around two fingers) or "hand size," etc. [discussion: 1 or more comments]
A .Grip_Wrap consists of the following parts:
.Grip_Wrap_Leg1 -- The "leg" of the .Grip_Wrap BEFORE the .Cord curves around the object. This is the first "leg" you would reach by tracing the .Cord from .Body to .Tail_End.
.Grip_Wrap_Curve -- The part of the .Grip_Wrap which curves around the object and which is BETWEEN the two "legs."
.Grip_Wrap_Leg2 -- The "leg" of the .Grip_Wrap AFTER the .Cord curves around the object.
.Grip_Wrap can be used with the following two-word parameters (in any order): The "around" parameter specifies the object around which the .Cord is wrapped, such as "around tree" or "around .Body." The "curve" parameter indicates the initial direction in which the .Cord travels when it starts curving around the object. The "finish" parameter indicates whether .Grip_Wrap_Leg2 crosses .Grip_Wrap_Leg1 in front or behind or right or left or above or below. [discussion: 0 comments]
A .Doubled_Cord consists of the following parts:
.Doubled_Cord_Leg(left side) -- A .Doubled_Cord has two "legs," each of which can be specified by using the "side" parameter (e.g. "left side" or "front side" or "up side," etc.).
.Doubled_End -- The .Tail_End of a .Doubled_Cord. Traditionally referred to as a Bight.
.Doubled_Cord_Curve -- When the "legs" of a .Doubled_End are separated to create a gap of any size, then the .Doubled_End is probably not being used as a .Tail_End at that point. In this case (for consistency with other terms), the .Doubled_Cord_Curve is the part of the .Doubled_Cord which curves around BETWEEN the two "legs." Traditionally referred to as a Bight. [discussion: 0 comments]
N.Push(thru .Wrap, from behind) -- .Push means that an object (e.g. the .Tail_End or a .Doubled_End) is pushed through an opening in another object (e.g. through a .Wrap). .Push can be used with the following two-word parameters (in any order): The "thru" parameter specifies the object which has the opening, such as "thru .Wrap." The "from" parameter indicates the direction from which the .Cord goes through the opening, such as "from behind" or "from left." Traditionally referred to as Reeving. [discussion: 0 comments]
N.Pull(thru .Wrap, from behind) -- .Pull is identical to .Push, but with a pulling motion. [discussion: 0 comments]
N.Cross(over .Body, from front) -- .Cross means that an object (e.g. the .Tail_End) is made to cross over another object. .Cross can be used with the following two-word parameters (in any order): The "over" parameter specifies the object which is being crossed over, such as "over .Body" or "over .Wrap" or "over tree." The "from" parameter indicates whether the crossing is done in front or behind or right or left or above or below. [discussion: 0 comments]
N.Set -- A .Knot is .Set when all sections of .Cord which are involved in gripping are snug and tight against each other. This means that the looseness within the .Knot has been removed, but it does not necessarily mean that the .Knot has been pulled as tight as possible. [discussion: 0 comments]
N.Dressed -- The knot-tyer should ensure that all sections of .Cord are in their desired positions while a .Knot is being .Set. This is referred to as .Dressing a .Knot. If a .Knot is .Dressed improperly then some sections of .Cord might be subjected to unnecessary stresses which can weaken the .Cord. A .Knot can be .Dressed in a wide variety of ways (of which only one or two might be considered "proper"), and it's possible that some of these .Dressings will result in different .Knots. See "Differentiating between .Knots" below. [discussion: 0 comments]
N.Ring_Type -- A type of .Knot which creates a .Ring (e.g. an Alpine Butterfly). Traditionally referred to as a Single Loop Knot.
N.Two_Ring_Type -- A type of .Knot which creates two .Rings (e.g. a Double Alpine Butterfly). Traditionally referred to as a Double Loop Knot.
N.Three_Ring_Type -- A type of .Knot which creates three .Rings (e.g. a Triple Alpine Butterfly). Traditionally referred to as a Triple Loop Knot.
N.Union_Type -- A type of .Knot which is used for tying two or more .Tail_Ends together (whether from the same .Cord or from different .Cords). Traditionally referred to as a Bend.
N.Tether_Type -- A type of .Knot which is used for tying a .Cord around an object and which relies on conforming to the shape of the object for its gripping/holding force. Traditionally referred to as a Hitch. If an animal is tethered to a post using a Bowline, for example, then the Bowline would be referred to as a .Ring_Type because it doesn't rely on conforming to the shape of the object for its gripping/holding force.
N.Endless_Ring -- Formed by tying a .Union_Type .Knot using both ends of a single .Cord. Traditionally referred to as a Sling.
[discussion: 1 or more comments]
The following guidelines can help determine whether two .Knots are the same as each other or different from each other:
If two .Knots have a different geometry/structure then they are different .Knots. For example, the Overhand Knot and the Figure-Eight Knot have a different geometry/structure, so they are different .Knots.
If two .Knots have the same essential geometry/structure, but they are .Dressed differently, then they are the same .Knot. For example, the Alpine Butterfly can be .Dressed so that both ends of .Cord leave the .Knot in opposite directions to each other (perpendicular to the .Knot_Structure), or it can be .Dressed so that both ends leave the .Knot parallel to each other. These two .Dressings result in the same .Knot. However, if two .Knots have the same essential geometry/structure while being tied, but they are .Dressed differently such that their gripping characteristics are not the same, then they are different .Knots.
If two .Knots have the same geometry/structure but their "types" are different, then they are different .Knots. For example, the Sheet Bend and the Bowline have the same geometry/structure in their .Knots, but the Sheet Bend is a .Union_Type and the Bowline is a .Ring_Type. Since they are different types of .Knots, they are therefore considered to be different .Knots.
Different tying methods result in the same .Knot unless there is a difference in the .Knots as described above.
There will be situations which are not easily resolved using the above guidelines. For example, if two .Knots have the same essential geometry/structure, but they have different "handedness" (e.g. if one .Knot is tied using a .Wrap(from FRONT) and the other .Knot is tied using a .Wrap(from BEHIND)), then are they different .Knots? If the .Tail_End of one Bowline is tied so that it enhances the overall gripping ability compared to the .Tail_End of a second Bowline, then should they be considered as different .Knots or should they be considered as "variants" of the same .Knot? If a .Knot is tied by combining two or more different .Knots, then should it be considered as a .Knot in its own right? If two .Knots are the same in all respects based on the above guidelines, but they are .Loaded differently, then should they be considered as different .Knots?
At the present time there is no objective method which handles all of the possible scenarios for differentiating between .Knots, and no objective method is on the horizon. Therefore, in practice it's the general consensus which determines if .Knots are "new" or "different" or "variants."